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Posted

Just my opinion on some of the items... I used Cerium's advanced item usage in sshyperspace.net and had a minimum baseline of 5000 exp with ships 1-8.

 

Boosts:

Oracle

- 21 users. Field generator has 67, and I think we know how long field generator has been useless.

 

Entropy Missile

- 61 users. More popular than some bombs, but realistically its not all that useful. Level 1 shrap barely does anything and it does 0 inactshrap damage. When you have falcon doing more damage on contact, it's kind of a waste. I understand you're not suppose to hit them directly and use the shrap to do the damage, but even if you fill a room with all that shrap, it doesnt do all that much, I would imagine tacnuke does a better job of that, especially since it has prox to maximize shrap potential. I believe shrap does close to 1/3 the gun level damage? Making it to a level 2 shrap and or adding prox to it would make it a more useful bomb.

 

Quad Core

- 39 users. The least used reactor of all the reactors, second closest is Edison with 53 users. The main issue with this reactor is that it's a sig and has the same energy/recharge as a non sig, specifically jedlik dynamo. I would imagine making this a 6/6 reactor even without those other boosts would make this a more popular sig item than it already is, while also not making it overpowered.

 

Bomb Armor

- The main problem is the lack of protection that these armors actually give. I've compared these bomb armors, and they generally dont do all that much to protect you from bombs, especially when you consider that each bomb also increases a part of the total bomb damage calculation. Shock Matrix, which is supposed to protect you against bombs, actually increases damage from inactshrap and causes a tad more splash damage. It doesnt really offer a much higher amount of protection in reality.

 

- Other than a few select armors, exoskeleton, radiating and adamantine, there is no inactshrap protection and if anything it causes more inactshrap damage. Other than exoskelton, the other armors are sigs.

 

Nerfs:

Bricks

- Just lowering the brick live time would be a great benefit. These things ruin good flag games and are just being completely abused. You can hold off an entire team and they cant really do much of anything to counter it other than their own brick, then it becomes a brick war.

 

Sharppinger/Mass Driver

- Near infinite spam as long as you dont hold down on it, and these guns are extremely potent. Mass Driver actually does have a weakness though with exoskeleton, but only 108 exoskeleton users. Sharppinger on the other hand does not have any serious weakness and is extremely spammable with extremely low energy costs.

 

Repels

- The biggest problem is the area of effect that the repel actually has, not the strength of it. There was a nerf to this a while back, I'm not saying to nerf it to that extreme, but somewhere in between what we have now and what we had back then would probably be ideal.

 

Combo Mount

- Not the item itself, but that it's accessible to all ships, less the shark. Rushing WBs are probably the easiest ship to use for rushing and they can push extremely hard. Four repels at their current strength and then the ability to recover from enemy repels. Along with the size to use their repel bubble well, better than a medium or large ship, they can push against an enemy further and faster than any other rush ship. Taking away combo mount from WB and Jav would cause small rushers to not only be less potent, but cause a greater distribution of sigs used for small rushers.

Posted
Agree with most stuff, but in my opinion it would be a lot better to just decrease the maximum amount of repels you can have on you. 4 is way to much, especially for small ships
Posted

Nerf (or removal):

 

-Temporal Core:

Makes guns such as phaser almost as spammable as sharppinger, which is a signature. Also gives major bonuses other than spammability of guns.

Needs a nerf to make it unique rather than overall whoop-ass stats. Or remove it and refund everyone for all I care.

Posted

Nerf (or removal):

 

-Temporal Core:

Makes guns such as phaser almost as spammable as sharppinger, which is a signature. Also gives major bonuses other than spammability of guns.

Needs a nerf to make it unique rather than overall whoop-ass stats. Or remove it and refund everyone for all I care.

Has been nerfed about three times since it's inception into this item set.

Posted

I've started a similar topic in the staff forum with some potential ideas on what to change in the near future. Normally I'd post such a thing publicly, but my fear is the myriad of useless posts by people who are thinking more about very isolated situations, their own well being or are just trolling throwing the topic in a direction that makes the entire thread useless (I count two already).

 

Anyway, this is what I've said there:

 

  • Pulse Laser/Gamma Ray:
    • Remove one of these completely.

     

    [*]All Guns:

    • Increase firing cost
    • Reduce firing rate

     

    [*]L2 Guns:

    Need significant change. Fast firing & low cost L2 guns are brutally strong due to the fact there's no a solid counter against them. Very apparent when looking at Sharppinger and Trap Laser. L2 guns need to be very middle of the road compared to everything else.

     

     

    [*]Falcon:

    • Reduce firing rate considerably.
    • Enable bomb safety (no close bombing)

     

    [*]Smart Bomb:

    • Reduce firing rate slightly
    • Would be better balanced balanced by a slightly improved Shock Matrix.

     

    [*]All Armors:

    Need adjustment. Specifically: The armors should be amazing against their target, but fail at something else. Right now only Exoskeleton really falls into that category. Also, Radiating coils needs to not be a sig.

     

     

    [*]3M 'techs:

    Balance or remove. Broken items are not acceptable to keep around when leagues exist and make use of the public item set.

 

 

Regarding Temporal:

While some may argue that the better player should win regardless, that still doesn't mean it's going to be an easy task (or if it's even necessarily true). When you factor in what Spider noted in that Temp allows a user access to even more "free-spam" setups and they get an ton of energy to go with it, it's certainly going to be an uphill battle for anyone they are up against who isn't using it. Can they be beat? Sure. But it requires a great deal of effort.

For an example of how good Temp is, use every other non-tech item you can to try to match the stats you get with it. So far a few players have matched energy/recharge by using four other items, but the setup comes with massive downgrades to other stats which, incidentally, Temporal also makes better (thus, completely eclipsing said build). There's simply no comparison to it.

 

Also, a couple quick arguments to possible defenses of Temp: (1) The amount of grinding required to obtain an item is not a balancing factor and (2) The amount of times it's nerfed does not indicate how balanced it is.

 

 

I'd like to go more in-depth and cover what BD has suggested, but I have places to be today and have already spent too long posting here. I'll go over it later, but I will say that, for the most part, I agree.

Posted

Pulse and Gamma are kinda redundant, but it wouldnt be a must to remove one of them.

 

Wouldnt mind the gun spam decrease, of course though there should be some guns that have a high dps.

 

Falcon Bomb... If you close bomb, isnt that your own fault? I think as long as inactshrap is fixed, the current fire delay wouldnt be horrible.

 

Radiating Coils are amazing against bursts though. If it does become a non-sig it needs to be nerfed quite a bit in terms of burst protection. Right now a 3000 lanc can survive about 2 full bursts. (Tested in the bottom right thing in center where bursts stand still)

 

3m Items - Arent as powerful as they seem, it might seem as it is now, specifically temporal, because they dont really have a suitable comparison. If you think about it, if Quad Core were boosted to 6/6 it would stand a good chance against temporal core I would imagine. Solid Nutronium has Adamantine, with Omega to Baryon. Temporal Core really has nothing to even measure up to.

Posted (edited)

nerf (or remove)

 

bad people

who glorify temp core as an excuse to be bad

 

I'd like you to prove that I'm bad, cheers.

 

Agreeeed with the overall views of this topic. About temporal core ? I could care less ~ in the end the better player will win regardless.

 

I couldn't care less about temporal core if it wasn't for the league. At the moment it's basically so that a 4xtemp core vs 0xtemp core is comparable to a TW league of 4 v 4 warbirds, with one side's warbirds capable of taking a hit and surviving, while also being able to rapidly fire twice. Of course, the non-boosted warbirds can win, but it's not exactly fair is it?

Edited by spidernl
Posted (edited)

This must be a joke thread, Naquadah isn't on the chop block and people are asking to BOOST shock matrix... hahaha

 

A problem with repels isn't anything except that they refire 1 second after the initial fire, causing odd effects and effectively making them last longer than they should. This seems to be hardcoded into Continuum. The other problem is that repels SET speed, not subtract, so the faster someone's going, the more powerful the repel ends up being. This is hardcoded.

 

P.S. I'm 100% sure that Temporal hasn't been nerfed enough. Remember it was made by the same guy who brought you such overpowered things like Ampere Imploder and the original Naquadah Gen, and they were all relatively based on each other, except I've left Temporal alone for the most part.

Edited by Kilo
Posted (edited)

Naquadah generator is the most popular generator, but there's a reason for that.. There's no viable second option that compares to it well, in terms of high energy and decent recharge. All the other reactors lack pretty bad in one way or another to the point that the penalties that naquadah has justifies it. It's a decent balance of energy and recharge, but at the same time doesnt have any serious penalties to maneuverability or general damage, other than EMP that is.

 

Also, if the reactor signature item quad core received a boost to make it better than naquadah, wouldnt that also mean that fewer people would be using Naqudah less?

 

No one said anything about boosting shock matrix per say, but changing it so that way its actually effective against... well bombs. Whether it be shrapless, proxless shrap, etc etc. As it is now, inactshrap/explodepixel almost neutralizes the -bombdamage shock matrix has. If you want to lessen the impact that shock matrix has on bombs, wouldnt it make more sense just to simply reduce the -bombdamage and take away the inactshrap/explodepixel?

Edited by Unix
Posted
You are talking out of your ass regarding Shock. Those minor tweaks to shrap damage and explode pixels do not have that much of an impact. The armor is designed to focus on bombs in general, but it is best at doing its job (total damage reduction) against a shrapless bomb.
Posted (edited)
It is not that minor, both those "tweaks" increase with bomb level add up depending on the bomb. While bombdamage does not Edited by JoWie
Posted (edited)

 

Boosts:

 

Oracle

- 21 users. Field generator has 67, and I think we know how long field generator has been useless.

 

Agreed. There needs to be either:

A ) Keep it as a sig and buff it

B ) Take out Xradar and effects of Combat, and make it a mini armor at the cost of an emitter.

 

Entropy Missile

- 61 users. More popular than some bombs, but realistically its not all that useful. Level 1 shrap barely does anything and it does 0 inactshrap damage. When you have falcon doing more damage on contact, it's kind of a waste. I understand you're not suppose to hit them directly and use the shrap to do the damage, but even if you fill a room with all that shrap, it doesnt do all that much, I would imagine tacnuke does a better job of that, especially since it has prox to maximize shrap potential. I believe shrap does close to 1/3 the gun level damage? Making it to a level 2 shrap and or adding prox to it would make it a more useful bomb.

 

Agreed. I think that the entire concept of this bomb was kind of flawed, considering that you might as well spam guns if you're going to spam some 45? damage shraps at people, or if you wanted to use it as a bomb, might as well get impact. However, I think that making it level 2 shrap would make it too strong, and adding prox would simply make it heat reaver, or possibly even stronger.

 

SUGGESTION: Bring back cyclone, only for javs and levis. To balance it, you could do something like this:

 

bombdelay = 50

bombenergy = 285

bomblevel = 2

repelmax -4

burstmax -3

thormax - 3

Kinda like a usable salvo, used to spray bombs into an area to get some quick damage to a wide area in a base, or to wallbomb. To prevent levi and jav rushers from raping, make it so that you cannot use reps, bursts, and thors, or at increase delay (although i don't know if thats possible without increasing bombdelay).

 

 

Quad Core

- 39 users. The least used reactor of all the reactors, second closest is Edison with 53 users. The main issue with this reactor is that it's a sig and has the same energy/recharge as a non sig, specifically jedlik dynamo. I would imagine making this a 6/6 reactor even without those other boosts would make this a more popular sig item than it already is, while also not making it overpowered.

 

Agreed.

 

Bomb Armor

- The main problem is the lack of protection that these armors actually give. I've compared these bomb armors, and they generally dont do all that much to protect you from bombs, especially when you consider that each bomb also increases a part of the total bomb damage calculation. Shock Matrix, which is supposed to protect you against bombs, actually increases damage from inactshrap and causes a tad more splash damage. It doesnt really offer a much higher amount of protection in reality.

 

- Other than a few select armors, exoskeleton, radiating and adamantine, there is no inactshrap protection and if anything it causes more inactshrap damage. Other than exoskelton, the other armors are sigs.

 

Not really, I think that bomb armors are fine right now.

 

Nerfs:

 

Bricks

- Just lowering the brick live time would be a great benefit. These things ruin good flag games and are just being completely abused. You can hold off an entire team and they cant really do much of anything to counter it other than their own brick, then it becomes a brick war.

 

Simple Solution: When the user dies, the brick dies. To do this: simply spawn some imaginary greens over the brick area.

 

Sharppinger/Mass Driver

- Near infinite spam as long as you dont hold down on it, and these guns are extremely potent. Mass Driver actually does have a weakness though with exoskeleton, but only 108 exoskeleton users. Sharppinger on the other hand does not have any serious weakness and is extremely spammable with extremely low energy costs.

 

Agreed.

 

Repels

- The biggest problem is the area of effect that the repel actually has, not the strength of it. There was a nerf to this a while back, I'm not saying to nerf it to that extreme, but somewhere in between what we have now and what we had back then would probably be ideal.

 

I think they're fine currently. HS Basing has always been about spamming repels and bursts.

 

Combo Mount

- Not the item itself, but that it's accessible to all ships, less the shark. Rushing WBs are probably the easiest ship to use for rushing and they can push extremely hard. Four repels at their current strength and then the ability to recover from enemy repels. Along with the size to use their repel bubble well, better than a medium or large ship, they can push against an enemy further and faster than any other rush ship. Taking away combo mount from WB and Jav would cause small rushers to not only be less potent, but cause a greater distribution of sigs used for small rushers.

 

You want to see even more lanc rushers?

 

* Pulse Laser/Gamma Ray:

- Remove one of these completely.

There is a noticeable difference, but not one big enough to create a whole new gun for. Agreed.

 

 

* All Guns:

- Increase firing cost

- Reduce firing rate

I think that just increasing the firing cost would be fine.

 

 

* L2 Guns:

Need significant change. Fast firing & low cost L2 guns are brutally strong due to the fact there's no a solid counter against them. Very apparent when looking at Sharppinger and Trap Laser. L2 guns need to be very middle of the road compared to everything else.

Agreed.

 

 

* Falcon:

- Reduce firing rate considerably.

- Enable bomb safety (no close bombing)

I don't really see the problem right now. It's not like there are tons of falcon users and it's extremely overpowered...

 

 

* Smart Bomb:

- Reduce firing rate slightly

- Would be better balanced balanced by a slightly improved Shock Matrix.

Agreed.

 

 

* All Armors:

Need adjustment. Specifically: The armors should be amazing against their target, but fail at something else. Right now only Exoskeleton really falls into that category. Also, Radiating coils needs to not be a sig.

Agreed with radiating coils. You would have to reduce its effectiveness, or add a weakness to it though.

 

 

* 3M 'techs:

Balance or remove. Broken items are not acceptable to keep around when leagues exist and make use of the public item set.

No comment.

 

Couple of my own suggestions (I will not repeat stuff other people have said above, read comments on those):

 

Guns:

Arcfire Array

is somewhat useless now that shrap level is based on bombs. Loses to plasma on gun ships due to no bounce.

 

Shrap Booster

sucks. The difference between lvl 4 shrap and lvl 3 shrap is not very high. In the following, I'll be mostly referring to the jav, but also applicable to the other ships.

 

With shrap booster(from now on referred to as SB), a jav can only kill in center by baiting the opponent to rush mindlessly at him, then punish him for his mistake. If a wb or another jav simply stays and "camps" in place, it will be pretty much impossible for the jav with SB to win. The difference between a falcon missile with SB and one without is minimal, with a maximum of ~100 damage difference. Now, that might seem relatively high, but if you look at the side effects, it will not be as good. +35 bomb energy and +10 bomb delay is quite high, especially considering that due to SB, you have nothing to defend yourself with if your bomb misses, and is pretty much a free kill to your opponent unless you run away, which is again, trying to force a mistake out of the other player.

 

Essentially, unless the other player makes a mistake, it is not possible to win with SB Falcon in center.

 

Now, compare this to a jav with pulse and falcon instead of SB and falcon. Now, should he hit once, he is able to follow up his attack with a barrage of guns, and also gives you the oppurtunity to finish off an opponent after he has been weakened. If you miss, you can still use your guns to defend. Because of the ability to follow up, the damage from a Falcon missile from a jav with pulse is actually more threatening than one from one with SB, due to the fact that, when the jav with pulse hits you once, they can actually kill you, as opposed to the jav with SB, where you can simply get into a "defensive position", and it will be very difficult for the jav to follow up.

 

My suggestion: Remove the +bombdelay and +bombenergy on sb, and change its effects back to shrap +1 instead of changing it to l4.

 

 

Gigajoule Railgun

Is useless. I have yet to see ANY ship use this successfully. Either buff, or replace.

 

Positron Gun

Is surpassed by disruptor in center, and in base, it is surpassed by pulse, due to the fact that pulse and disruptor do not require a sig.

 

Bombs

Space Mines

Should be available on warbird and lanc.

 

Zephyr and Yamato

Both suffer from the same problem, so I will address both here. They are both outclassed by smart bomb, due to the fact that smart bomb is not a sig.

 

Antimatter Mines

Are useless other than for centering, and even then, it is difficult to get kills. Not worth the sig.

 

Reactors

Dual Core

-4 rotation is just too difficult to use. Perhaps reduce to -2 rotation? would make it much more useful.

 

Sublights

Ion drive

Is outclassed by carnot where ab is not needed, and beta otherwise.

 

Armors

Wave Disperser

Is kinda useless due to the fact you get raped by anything that isn't smart, sop, or harpy.

Glow Cover

Should change the penalties. Right now, -1 Energy and -1 recharge simply isn't worth it. Either make it like a mini solid nut, or increase gundelay, bombdelay, gunenergy, bombenergy.

 

Addons

Cloak Shaper

Why does it have -1 energy? Aren't the penalties of just USING cloak and stealth at the same time enough, along with the reduced movement?

Tunnel Runner

Why is this even here? It used to have +2 speed, which was fine as it was. Now +1 maxspeed plus a boost while in HT (lol) is not worth an addon slot when you can use maxwell instead...

Mounts

Combo Mount

I know this was mentioned previously, but I think that you should remove combo mount on Lanc,warbird, and jav, and put it on shark. The shark can still only get 3 repels, due to the lack of deflector shield, and is currently underpowered as a rusher. The only reason sharks are even used in basing is to cloak past the enemy...By putting combo mount on it, it can be a competent rusher, as well as reduce the number of Warbird, jav, and lanc rushers, as there seem to be WAY too many currently.

 

Thanks for reading this long ass post.

Edited by ArcticxWolf
Posted

I will say this just once: just because an item is useless for most people does not mean it is useless. In fact, in nearly every case, it means exactly the opposite.

 

Antimatter mines may be useless for you because it fills a sig slot; all that means is that it's useless to you and your needs. All that means is that you are not the target audience. It's invaluable for my spider build.

Posted (edited)

It is not that minor, both those "tweaks" increase with bomb level. While bombdamage does not

wrong for inactive shrap damage, but

+2 pixels per level OH NO

 

by then if you are getting hit you are probably taking close to max damage anyway (by being engulfed by giant blast radius), otherwise it only changes the equation when you get hit indirectly, and you'll STILL be taking less damage because -140ish or whatever it is now far offsets any radius boost.

 

Normally I'd post such a thing publicly, but my fear is the myriad of useless posts by people who are thinking more about very isolated situations, their own well being or are just trolling throwing the topic in a direction that makes the entire thread useless (I count two already).

hey it's still page 1 (for me) and we already have a flagrant example of this

it's any wonder people still post these because all I ever see is "i want this game to be easier than it is," honestly. if you want to make a small post I will comment on how you are right or wrong but I think I'm going to ignore the big ones. to be fair to unix who is normally very self-serving but reasonable this time I'll address the first post

- oracle is underrated, it's a very nice item

- entropy is underrated, it might need a boost but not really, it's not meant to compete with other bombs especially not falcon--but it does its job better than falcon would if you used it the same way.

- jedlik is overpowered

- already talked about bomb armor

- bricks are broken because you can shipchange freely and can't stop people by using antiwarp. looks like we need to not only bring in a 20 second shipchange delay but also a 10 second spawn delay (maybe or maybe not on top of a 10 second respawn time) preventing SCs with antiwarp would also be mega cool.

- sharppinger is the wannabe's weapon, mass driver really is overrated

- already commented on repels

- combo's not really broken but if it were it would be because of salvo and repels being poorly implemented in continuum. light ships already get such a small sig selection, no need to remove

Edited by Kilo
Posted

hey it's still page 1 (for me) and we already have a flagrant example of this

it's any wonder people still post these because all I ever see is "i want this game to be easier than it is," honestly. if you want to make a small post I will comment on how you are right or wrong but I think I'm going to ignore the big ones. to be fair to unix who is normally very self-serving but reasonable this time I'll address the first post

- oracle is underrated, it's a very nice item

- entropy is underrated, it might need a boost but not really, it's not meant to compete with other bombs especially not falcon--but it does its job better than falcon would if you used it the same way.

- jedlik is overpowered

- already talked about bomb armor

- bricks are broken because you can shipchange freely and can't stop people by using antiwarp. looks like we need to not only bring in a 20 second shipchange delay but also a 10 second spawn delay (maybe or maybe not on top of a 10 second respawn time) preventing SCs with antiwarp would also be mega cool.

- sharppinger is the wannabe's weapon, mass driver really is overrated

- already commented on repels

- combo's not really broken but if it were it would be because of salvo and repels being poorly implemented in continuum. light ships already get such a small sig selection, no need to remove

- Oracle is somewhat underrated as an item, but the main problem isnt that it isnt a good item, but that it's a bad "sig item". If you combine it with other items, it can become quite unique. Combining it with combat sensors would be a very neat radar to say the least, then combining it with glow armor or something would be a very potent armor. But when you compare it to other sigs, this somewhat lacks in the punch that a sig warrants.

 

- I would have to disagree with you on Entropy, I agree it does flood the corridors well, but realistically it's not a whole lot of shrap damage that a team will accumulate, especially when you consider that half that shrap hitting that wall doesnt go anywhere, then it only does 1/3 (not sure about exact damage) of a level 1 gun. Tacnuke/Zephyr probably do a better job at this, given they are sigs, but entropy doesnt really even come close.

 

- Naq/Jedlik arent overpowered. Given their penalties they fit right there. The thing is though, Quad Core has equal energy/recharge to Jedlik which isnt a sig item. This is basically the same issue with Oracle, given its signature item classification, it just doesnt warrant the potential marginal difference another sig could and does offer.

 

- If we could somehow fix bricks, it would be nice. Not sure who would be responsible for it, but it would be greatly appreciated.

 

- I dont understand the "wannabe" comment, and as for mass driver being overrated.. In the right hands it can be extremely dangerous, but as it is, not enough people know how to use it well enough to cause problems. Also there's exoskeleton at least against mass driver.

 

- Repels, would it be more feasible then to try JoWie's theory and lower the potential number of repels each ship can carry?

 

- For small ships, to go along with JoWie's thing, take away deflector from them like how you did with shark? You could also add small ship unique signature items instead if you feel the variety for them isnt enough. Such as a reactor made specifically for them, an armor made specifically for them, etc. Or even a new mount for them, like a "green" mount where it takes up the mount slots, but any item you green you can keep to use and carry up to 4 of each item or something. (Bad example, but you get the idea)

Posted

I'll make this short since whenever I say something people seem to become unwarrentedly angry almost instantly BUT...

 

And I'm not trying to make anyone angry here but if u get that way so be it...

 

I have found at least 2 examples of items that are supposedly 'useless' but I still seem to be able to carry a winning

rec and win flag games etc. with them they would be:

 

Jedlik Dynamo

Positron Gun

 

I understand that Unix doesn't use these items, however I have killed Unix and lots of other self-proclaimed 'pro' players

using them over and over again, admittedly better in certain situational situations in game but come on. Look, I think my point

here is that it doesn't do any good to get pissy and argumentative over what in YOUR opinion are the best items to use in game.

I don't use any of the items that Unix preaches over and over again in game and now in the forums to be the best and I do just great.

 

The other point is that just because Unix says certain items are the best and gets 3 or 4 other people to agree with him, sorry but that

doesn't make it law. Like an unbreakable law of the fucking universe. And that's how people are acting. Sorry if it pisses you off that

somebody isn't agreeing with everything you say or , even , might HAVE A DIFFERENT OPINION THAN YOU. BUT THAT'S JUST THE WAY IT IS. LOL @ U.

 

- AphexTwin

Posted

It is not that minor, both those "tweaks" increase with bomb level. While bombdamage does not

wrong for inactive shrap damage, but

+2 pixels per level OH NO

 

by then if you are getting hit you are probably taking close to max damage anyway (by being engulfed by giant blast radius), otherwise it only changes the equation when you get hit indirectly, and you'll STILL be taking less damage because -140ish or whatever it is now far offsets any radius boost.

 

Sorry, ment shrapnel level for inactiveshrapdamage, not bomb level

Posted

 

Positron Gun

 

 

 

a Case in point yesterday when I was playing in flag games with the new stats report I watched Oid

get 120 / 30 and 166 / 36 kill to death ratios in 2 consecutive games using Positron Gun on a Spider,

that's a pretty big fluff if positron gun is just useless because of a combo with mass driver or whatever.

 

Here's one of the more disturbing things I've witnessed as a relatively newer player in hyperspace:

there's apparently some type of unspoken or made up rule by people called 'Safe Laming' where the mods get to drop thors on

top of your head from afar like fucking prison wardens. we *should* have rules something more along the lines of like,

people are allowed to use what items they like without being constantly badgered and told to use something different,

and *gasp* NEW players should be able to experiement with different item types without being indoctrinated into some

type of weird hyperspace religion that u guys are trying to create or something by bitching at eachother 24/7 about

which item sets are the best and the only ones anyone should use, vs/. which ones are completely useless, nobody should ever use them,

with no in-between ground.

 

Seriously, ask yourself, out of maybe 10-20 new people who grace hyperspace in like, say, a year, how many of them are going

to want to be indoctrinated and told exactly what to do and what items to be used by you? Maybe like 1? Maybe none?

 

Maybe just maybe instead of bitching at eachother about items all the time u should be working more on ditching the 'noob' prejudice

and the constant debating between 'pros' all the fucking time. It gets pretty fucking annoying watching you guys call eachother 'noob'

after every single death or bitching about rep use after every single rep, etc. etc. the list goes on.

Posted (edited)

As everyone knows, I like to play hyperspace just a little.. xD My suggestions are simple:

 

If there isn't a way to fix the fields at the moment, the one disabled brick, etc, could you remove them from the buy list.. It would give the new people less to look through wondering what it does.. Especially if they don't work.. Setting new people up to ask stupid questions usually gets them trolled and ran off.. Bad for pop..

 

Is there any way the lanc could carry only the small brick, could be useful in center or in ht when being attacked by two or more ships.. May only give a few seconds to evade, but would also give you time to get some help.. Most lancs are not fast enough to get out of gun or bomb range of the smaller ships.. I think this would be used more defensively than offensively seeing as it wont block most hallways fully..

 

If there is a way to speed up the rotation on pd a little.. Right now it has a little bit of retarded speed.. This would make it harder for ppl like me to kill the pd ships, but a challenge is most welcome.. Right now its more efficient to just go where the pd is aiming rather than its rotating fast enough to catch up to someone drifting around you unless you're like Captain Kirk and have a fast bomb, otherwise we kill the pd ships pretty easy..

 

Make wb and jav auto on signup, if they can be.. Get people involved before they have to go through the whole buy scenario.. Most of the new people I see come in, spend 15 minutes and get frustrated and leave, especially with the fore-mentioned "pros knocking this build, telling them to buy that build".. For some people who play HS regularly they could care less, but new people are always fun to have.. Sometimes they can surprise you and put a total random build to good use.. Would be a lot more helpful if they didn't have to spend the first 10 minutes trying to figure out how to get in the game.. Yes, they could just read F1, but out of 100 new people, how many do you think actually read it.. Not all zones set up their F1 with useful information..

 

Oh yes, and just to be greedy, make extra sig attainable please... hahahaha

Edited by WhiskeyTango

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