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Opinion on base changes  

36 members have voted

  1. 1. Do you like the new bases overall?

    • Yes. They are better than the old bases.
      7
    • The bases aren't great, but change is good.
      16
    • No. I liked the old bases better than the new ones, but I'm open to future changes.
      5
    • I liked the old bases and I would prefer to use them forever.
      2
    • The changes were neither good nor bad.
      6
  2. 2. What still needs to be done?

    • Replace sector 1 with a new base.
      12
    • Replace sector 2 with a different base.
      4
    • Restore the old sector 2 base.
      1
    • Replace sector 3 with a new base.
      7
    • Replace sector 4 with a different base.
      11
    • Remove the base from sector 4. Put the trading post back.
      4
    • Replace sector 5 with a different base.
      13
    • Restore the old sector 5 base.
      5
    • Replace sector 6 with a different base.
      7
    • Restore the old sector 6 base.
      6
    • Replace sector 7 with a new base.
      14
    • Nothing. All the bases are good.
      6


Recommended Posts

Posted (edited)
The new base 7 sucks, theres about 15 bomblines in the whole map. however, i love the new base 3.

Three is one of those bases, with 'bombline after bombline'. I hate it.

 

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7 isn't bad. It's a bit too good. The middle bombline is a bit strong, but base one has a two-sided entrance (bad for defenders) to make up for it. Although Aquarius has already provided a 'nerf' for it.

Edited by got bounty?
Posted
The new base 7 sucks, theres about 15 bomblines in the whole map. however, i love the new base 3.

Three is one of those bases, with 'bombline after bombline'. I hate it.

 

---

 

7 isn't bad. It's a bit too good. The middle bombline is a bit strong, but base one has a two-sided entrance (bad for defenders) to make up for it. Although Aquarius has already provided a 'nerf' for it.

 

I think 7 is a better definiton of bombline after bombline. Perhaps you were on the defending team. So what if it has a two sided entrance? just stay back past both entrances and you camp just the same as every other base. The nerf barely did anything, except increase wallbombing. Perhaps you shouldn't make the base so long, and have such narrow paths that a tac can hit you anywhere along that path if you arent a wb, jav, or shark.

 

Base 3, however, has wider paths and is easier to rush in, and also, the bomblines arent insanely long so that it takes you 5seconds to rush through the path, and bomblines dont work as well with such short bomblines. Bases used to have a 20cm(in real life) bombline, which was about 5cm wide, and took a really long time to fly through it, while the base 3 bomblines are 10cm WIDE and 5cm LONG.

Posted

I agree with everyone about the new base 7 being too strong due to length/bomb lines and small passages. The dual entrance doesn't compensate for the extreme choke points.

 

The only complain about base 3 is the flag room seems a bit small/tight.

 

I haven't play base 1 much, so no comment there yet.

Posted

First of all, I would like to know if you even looked at the bases before making this post. Otherwise I would deduce we're talking about different bases. What you have posted has in-fact no relevance to the way both bases are made. If you're going to contradict me in the near future, at least expand on more evidence.

 

I think 7 is a better definiton of bombline after bombline. Perhaps you were on the defending team.

 

I no longer base for money. I define basing as rushing, lag attaching or idling in a corner talking to friends. Sitting in a fixed location, holding tab, shooting bombs, Team killing teammates in a repetative motion does not appease to me as 'fun'. I usually leave/spec ere, or when the flag game dulls to this stage.

 

At this moment, I would like you to get in a map editing program, or even spec base 7, and tell me how many blatant bomblines you see. That's right: perhaps two or three, and even at that, they are not located directly one after another as in base 3. If you're counting holes in the walls as bomblines, you should know bomblines can be used both ways: offensively and defensively. Bomblines aren't always on the defenders side. You are only acknowledging the attacking team's point of view.

 

So what if it has a two sided entrance? just stay back past both entrances and you camp just the same as every other base.

 

Following the brilliant suggestion you suggested, half of these so called 'bomblines' or holes in the walls, would be deemed useless. Half of the base would be gone, making it 50% easier for the defending team to get to the end of the base. So what if it has a two-sided entrance?

 

The nerf barely did anything, except increase wallbombing.

 

I love this part the best, seeing that the walls were actually thickened during the 'nerf'. Somebody must have done their math homework wrong.

 

Perhaps you shouldn't make the base so long, and have such narrow paths that a tac can hit you anywhere along that path if you arent a wb, jav, or shark.

 

Perhaps you are not qualifed to judge base 7. Your other arguement in this sentence is entirely ridiculous. Tacnuke has have huge prox range. Even in center safe-lamers can make a couple hundred kills by launching this bomb into the general direction of center.

 

Fancy that, I hear you saying that by arguing, I am making a unfavorable impression. But what is to be argued that is edged in black and white? To do so would be to make myself a fool, and offer an insult to your knowledge.

 

Base 3, however, has wider paths and is easier to rush in, and also, the bomblines arent insanely long so that it takes you 5seconds to rush through the path, and bomblines dont work as well with such short bomblines. Bases used to have a 20cm(in real life) bombline, which was about 5cm wide, and took a really long time to fly through it, while the base 3 bomblines are 10cm WIDE and 5cm LONG.

 

Now, I would like you to take a look at base 3, and point out how many bomblines you can see pitted one after another. Which base is a 'bombline' base?

 

@ the rest of your paragraph:

There are flaws in much of your reasoning, but I no longer have the stamina to point them out.

Guest Moose Master
Posted
I do not like how some of the new bases have multiple ways through them. It makes defending far more difficult and being as it's hard enough to get a flag game going that just makes it very very irritating.
Posted
Thats the good thing, if you have to divide your defenders on a 30vs30 pub, that will split the attackers too. I could also go into more complicated tactics for these "multiple passageways" but that would get off the point. Basically, it will help support the some 60 people inside the base during a big pub flag game.
Posted (edited)
I think the primary argument here needs to be the way HS is played. If players are looking to make it become a modified EG or worse (RS, Fusion, etc) then that is one style of play - but what I've seen is that players like sitting on a strong defensive base (probably instinctually) which requires attack to use the special tools designed in the zone. EG and RS style flagging is burned out - do players want to resort back to that? Wouldn't that destroy the uniqueness of the zone? Edited by Sass
Posted (edited)
Bomblining sucks and its whats wrong with HS basing atm. It requires no skill and promotes hopping. Make more offensive bases rather then defensive bases and well see freqs lasting much longer with much more intense flag battles as flags switch hands over and over. Edited by Sention
Posted
I think the primary argument here needs to be the way HS is played. If players are looking to make it become a modified EG or worse (RS, Fusion, etc) then that is one style of play - but what I've seen is that players like sitting on a strong defensive base (probably instinctually) which requires attack to use the special tools designed in the zone. EG and RS style flagging is burned out - do players want to resort back to that? Wouldn't that destroy the uniqueness of the zone?

 

Ah..Well that eliminates all 'potential' skill from the zone and ultimately gets boring in the long run. Personally I would like to see some traits of EG, RS stle flagging introduced to HyperSpace. As in dueling, LAing requires something money can't buy.

 

Strong defensive bases make the game a bit dull. EG, RS, FZ bases are favored towards attackers. I like this because it requires a good team to defend the base, and obviously, runwinning, quickwinning of any sort a lot harder.

 

However, S!@#$%^&* does raise the correct point.

Posted
Bomblining sucks and its whats wrong with HS basing atm. It requires no skill and promotes hopping. Make more offensive bases rather then defensive bases and well see freqs lasting much longer with much more intense flag battles as flags switch hands over and over.

the problem with that is that as soon as a team takes the flags they immediatly try to win

Posted
And the attacking team will easily tear through them and flags will switch back offensive team. Then the process will repeat. Players who do know how to keep a base usually don't want to win anyways.

Indeed, its usually those new players who had hardly any money and those people that dont really think. Lookie its a 100k jp! Lets win!....when theres like 25 ppl on team. Or its those ppl that needs to leave and wants $ before they leave.

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