Deathboy-evil Posted March 28, 2007 Report Posted March 28, 2007 I wouldn't mind energy transfer, but I dislike Tractor beam Quote
Sharpflame Posted March 28, 2007 Report Posted March 28, 2007 (edited) New gun:Raid Beam L1 bounce gun fires a tad more than pulse laser and takes less nrg than pulse laser. New bomb:Lightning Missile L2 Bomb with prox and little shrapnel. New sublight drive:GyroSphere Gives +1 energy. Edited March 29, 2007 by Sharpflame Quote
*rc 1223* Posted March 28, 2007 Report Posted March 28, 2007 I like them sf lol i especially like the Raid Beam lol hehe "Chuckle" Quote
BlueWyvern Posted March 28, 2007 Author Report Posted March 28, 2007 Raid beam puts beam array out of service.Gyrosphere is useless, no offence but +1 energy is nothing. Quote
Suicide_Run Posted March 28, 2007 Report Posted March 28, 2007 Wouldnt the tractor beam and the energy transfer take up bandwidth cause I know it can be done for bots but it will lag it badly cause you need to detect the ships and continuously prize or unprize them since some ppl ill move in and out of range. Maybe make it into a field? Gyrosphere would be only useful if the exp requirement is 0 and it would be very cheap cause y get it when theres the other reactor plant that gives +1 energy and recharge? lol Quote
shot_237 Posted March 29, 2007 Report Posted March 29, 2007 Wouldnt the tractor beam and the energy transfer take up bandwidth cause I know it can be done for bots but it will lag it badly cause you need to detect the ships and continuously prize or unprize them since some ppl ill move in and out of range. Maybe make it into a field?Does HS have bots to give prizes to ships? Well I don't know, but I just guess it is not a bot but server program.If it is true, checking players' position can be done by server side, prize giving is only thing that will take some bandwidth. Area of effect is not a fixed location like fields. It is circle(or box) shaped area that follows the owner.These items are designed for both centering and basing.Field-type of these items will be nice too, but it will limit its use only in bases. Quote
Sharpflame Posted March 29, 2007 Report Posted March 29, 2007 (edited) with that raid beam i meant it doesent get multi sigh rc ur still on that chuckle thing <.< Edited March 29, 2007 by Sharpflame Quote
Suicide_Run Posted March 29, 2007 Report Posted March 29, 2007 No HS doesnt have any bots shot (unless its the casino bot), its all plugins cause they are ASSS. Also, this area of effect would be used in center mainly for turreting cause theres no real reason to use lanc except turreting in center. That will just make turrets harder to kill since ppl on turret can get recharge boost to fire more or recharge faster after getting hit. Besides, the tractor beam and energy transfer would need to be made so they wouldnt stack cause if you have like 3-4 lancs floating around with those items equiped........that would mean super recharge for teammates or super low speed for nmes. Is it possible to have an item that changes the rocket speed/time? If possible there could be such items like:Utility-1 RocketRocket time is 125% the original or Rocket speed is 125% the original Quote
shot_237 Posted March 30, 2007 Report Posted March 30, 2007 (edited) No HS doesnt have any bots shot (unless its the casino bot), its all plugins cause they are ASSS. Also, this area of effect would be used in center mainly for turreting cause theres no real reason to use lanc except turreting in center. That will just make turrets harder to kill since ppl on turret can get recharge boost to fire more or recharge faster after getting hit. Besides, the tractor beam and energy transfer would need to be made so they wouldnt stack cause if you have like 3-4 lancs floating around with those items equiped........that would mean super recharge for teammates or super low speed for nmes. Usually turrets are killed by concentrated hits of damage in a very short period of time.Damaging from time to time, can not kill them. They use portals or rockets to get away and recover energy. Plus reshipping.Since general style of turrets' death is already like this, small recharge bonus does not make huge difference.Recharge bonus will affect firing weapons(especially high-drain weapons), which is primary reason to use energy transfer. Also don't forget this:To have an energy transfer, u have to sacrifice one of your utility that is usually a life-saving device.That means you have to reship more often, getting more chance to become item-less. This is enough drawback. The effect should not stack. I mentioned this already. Edited March 30, 2007 by shot_237 Quote
Suicide_Run Posted March 30, 2007 Report Posted March 30, 2007 You can hardly reship right now shot cause once you change to a different ship, you have to wait 7-9 secs to switch again. That means to reship, you would need to exit center, go to tunnel or a base to "safely" reship or you could insert and let someone kill you to get a new ship again which is usually the faster way. The 1 less utility can easily be overcome by converting. If you think about it, lancs dont necessary need to see ppl's nrg cause they r the attachable and they should worry about being safe instead. Yes turrets can only be killed if they bombarded by bombs, but that extra +1 recharge to all the turrets will make them re-gen their nrg much faster. Which means they can recover from being in red/yellow a few seconds faster and those few seconds can mean alot. Also, that +1 recharge allows turrets to continuously shoot bullets more cause if 1 bomb comes and u rep the second one, that 1-2 secs of no dmg allows the turret to regen a small chunk of nrg back. Quote
*rc 1223* Posted March 31, 2007 Report Posted March 31, 2007 ad is useless now bc once u die and dont keep going u wait in llike spec for 5 secs them reapper where u died ad has no use now no reason to save up and buy it Quote
shot_237 Posted March 31, 2007 Report Posted March 31, 2007 (edited) yeah reshipping is more difficult as u said, so it makes '-1 utility spot' more greater penalty now. see?whether u get converter or not, you still get -1 max spot. sui you are just making counter-logic for individual aspects, which making u forget about the whole thing they interact.just say you afraid turrets a lot. since they made reshipping difficult, turrets r not that hard to kill. Edited March 31, 2007 by shot_237 Quote
Shia' Tan Posted March 31, 2007 Report Posted March 31, 2007 i dont like the no reshiping thing. its so anoying. i think that shold get set back, or at least the time shortend. man, hs is changing a but load Quote
Suicide_Run Posted March 31, 2007 Report Posted March 31, 2007 Im not afraid of turrets, I hunt turrets cause I find them annoying since all it is a bunch of ppl flying around in center spraying and straying everything. Its just they are hard to kill to begin with and with that item, killing the actually turrets (not the driver) itself will may it even more difficult. You can only kill a turret if you have 2-3 ppl minimum continuously bombing the turret to have a slight chance to kill it. Im not saying ur idea is bad or anything, im just saying if a turret gets the +recharge item, it just makes it really hard to kill. Besides, its still up to brain to make the idea real. Quote
Masaru Posted April 1, 2007 Report Posted April 1, 2007 (edited) Field:Energy stasis$50002000 experience.A field that is around the size of Lightning ammo or smaller (2), that stops the recharge of ANY ship (friend or foe) from venturing inside.It should last around 25-35 seconds.1 max.Used on any ship except shark. Field???:Flashbang$20002000 experience.A bright colored sphere that blocks out the vision of where ever it was activated.About lightning ammo size or smaller. (2)Lasts 25-35 seconds.1 max.Used on any ship. Field???:Catgirl flashbang$25002000 experience.Same effect as flashbang but shows a catgirl instead.About lightning ammo size or smaller. (2)Lasts 25-35seconds.1 max.Used on any ship. Brick:AT summoning$200001500 experience.Summons one of the 's servants, the to wherever you put it.1 max.Used on ships 34567 (Big ships) Gun:Overcharge blaster$8000-100002000 experience.Fires a non-bouncy, non-multifire level 4 bullet at the rate equal to a plasma cannon on multifire (35ms). Takes about 35 energy to fire.Used on ships 135 (Fighters). Bomb:AMB (Anti Material Bomb)$10000-300005000 experience.Fires a non-proximity level 4 bomb with 8-12 shrapnel. No mines. Costs 1000nrg to fire. Fire delay is at 2000ms (1 second less than Tacnuke).Ship 4 only (Heavy bomber). Bomb:Compact bomb / Mini bomb$225004000 experience.Fires a non-proximity level 1 bomb with 0-4 shrapnel. 2 mines. Costs 300 energy to fire. Fire delay 175ms (50ms higher than falcon)Ship 8 only (aka Shark bomb ) Edited Compact bomb fire rate. Edited April 1, 2007 by Masaru Quote
»D1st0rt Posted April 1, 2007 Report Posted April 1, 2007 Field:Energy stasis$50002000 experience.A field that is around the size of Lightning ammo or smaller (2), that stops the recharge of ANY ship (friend or foe) from venturing inside.It should last around 25-35 seconds.1 max.Used on any ship except shark.only way to stop recharge is EMP Field???:Flashbang$20002000 experience.A bright colored sphere that blocks out the vision of where ever it was activated.About lightning ammo size or smaller. (2)Lasts 25-35 seconds.1 max.Used on any ship. Field???:Catgirl flashbang$25002000 experience.Same effect as flashbang but shows a catgirl instead.About lightning ammo size or smaller. (2)Lasts 25-35seconds.1 max.Used on any ship.we may bring flashbangs back, and have you been secretly in touch with picano? Brick:AT summoning$200001500 experience.Summons one of the 's servants, the to wherever you put it.1 max.Used on ships 34567 (Big ships)possible, but I think a regular field would be more effective than an autoturret Gun:Overcharge blaster$8000-100002000 experience.Fires a non-bouncy, non-multifire level 4 bullet at the rate equal to a plasma cannon on multifire (35ms). Takes about 35 energy to fire.Used on ships 135 (Fighters). Bomb:AMB (Anti Material Bomb)$10000-300005000 experience.Fires a non-proximity level 4 bomb with 8-12 shrapnel. No mines. Costs 1000nrg to fire. Fire delay is at 2000ms (1 second less than Tacnuke).Ship 4 only (Heavy bomber).The only way to make someone have l4 is with flags or a ball. We could change it in the server so that everyone else sees your bullets as L4, but you wouldn't be able to tell Quote
*rc 1223* Posted April 1, 2007 Report Posted April 1, 2007 could there be a field that shoots only emp bombs (only for wzl) Quote
Suicide_Run Posted April 1, 2007 Report Posted April 1, 2007 Auto turret sounds nice....you could have another version of launcher which drops turrets instead and you could carry 2 at a time and there could be gun or bomb turrets. Quote
Sharpflame Posted May 3, 2007 Report Posted May 3, 2007 Bring this topic back to life, Gun: Magma Blaster (name is not relevant nor important to the use of the item)Multifire L2 gun, with bounce. Fires with intervals between plasma cannon and beam array, kind like the phaser of the multi-bounces. Quote
»Ceiu Posted May 3, 2007 Report Posted May 3, 2007 So a multifire pulse laser? No thanks. Personally, I'd like to see a reactor that either (a) actually improves both areas without effecting my mobility (aka quantum for a warbird) or ( a sublight that is designed specifically to balance out the penalty of toka/reso. I don't like not having 5/5 on my warbird =( Quote
Sharpflame Posted May 3, 2007 Report Posted May 3, 2007 So a multifire pulse laser? No thanks. No, not a pulse laser at all. Notice, I said shooting intervals between beam array and plasma cannon... it wouldn't fire hardly as fast as pulse laser... way to respect my opinion, man. Just a suggestion, if you don't like it... explain why. I suggested this, because I thought that it would be good, because there is a shredder, then phaser, then disruptor, well why not have a beam array, l2 multibounce, plasma cannon? It would be a little nice for the base filling, and a nice L2 gun, so if it were at all like the pulse laser, it would be something to buy later, seeing how pulse laser costs $500, and you can buy it easily. Quote
*rc 1223* Posted May 4, 2007 Report Posted May 4, 2007 hmmmmmm what about a field that if ur in it for a specific amount of time say 3 - 4 sec you get warped to nrg vortex but the only think i dont like about it is a person outside lays a field in base 1 at the right bombline and their lanc get warped to nrg vortex hmmmmmmm maybe a field that shoots like all kindsa guns and it is not on ur team it would sorta be lika suicide field that kills every1 in it so once u drop it is kills u and every1 inside but costs somewhere around 5k - 10k because it kills "everyone" inside it including all lancs and ships ehhhhhhhh i say around 15k Quote
»Ceiu Posted May 4, 2007 Report Posted May 4, 2007 Ok then, so a bouncing flechette. Again, no thanks. It would become the defacto standard replacement for pulse laser (which may or may not be a good thing). I think there's enough bullets bouncing around at any given time. I can do without an additional pair of L2 bullets per ship. For your idea of one gun level per style idea, you'd need to use one of the guns as a baseline, then adjust the other guns so their total damage is the same. This would provide three balanced weapons with the only variation being firing speed and damage/sec. As soon as you stray away from this, you start getting guns that are overused and guns that only a newbie buys based on the name. Quote
*rc 1223* Posted May 4, 2007 Report Posted May 4, 2007 maybe the bouncing flechette could have a downside maybe they could give u less nrg or less speed or rot. i doubt this would happn tho i dun even know if its possible Quote
Suicide_Run Posted May 4, 2007 Report Posted May 4, 2007 Make it so bouncing flech w/ multi turns your bullets into single barrel so multi has 3 bullets instead of 4 XD Quote
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