Cheese Posted August 12, 2011 Report Posted August 12, 2011 technically no fake player is required for any of thoseu just have to send a custom weapons packet with that playerid you can even send it to the player using it with limited success Quote
spidernl Posted August 12, 2011 Author Report Posted August 12, 2011 (edited) Afterbomb requires a fake player. Unless you'll settle for warping the player around whenever they fire a bomb, or settle with everyone but them seeing it.Same with the other two. If there's an option to make stuff show up for everyone, I'd rather do that than be lazy. Added:Cyclone. Now with less item spam. Edited August 12, 2011 by spidernl Quote
kevinz000 Posted August 12, 2011 Report Posted August 12, 2011 i like the ideas but no alien tech,plz i want my antideath Quote
kevinz000 Posted August 13, 2011 Report Posted August 13, 2011 also is it good for cyclone to have more bombs or less nrg cost or both?id like that Quote
spidernl Posted August 13, 2011 Author Report Posted August 13, 2011 (edited) Modified:Cyclone - There's a little less delay between the 1st, 2nd and third bomb. Overall delay is the same.Binary Cannon - Similar to Cyclone, it now fires two bombs at a time. Other aspects such as efficiency and mining ability have been weakened.Modified again:Binary Cannon - Delay between firing (not between the two bombs themselves) increased by around 25%. Energy use increased by around 10%. Edited August 15, 2011 by spidernl Quote
toxic_intruder Posted August 13, 2011 Report Posted August 13, 2011 (edited) [...]little less delay between the 1st, 2nd and second bomb. Overall delay is the same.[...]so there are 2 2nd bombs? EDIT: change second to 2nd to make it clear that i mean number, not time Edited August 14, 2011 by toxic_intruder Quote
Unix Posted August 13, 2011 Report Posted August 13, 2011 (edited) 2/10 (or 1/5) of a second I believe between bombdelay for the new bombs? idk Edited August 13, 2011 by Unix Quote
spidernl Posted August 15, 2011 Author Report Posted August 15, 2011 [...]little less delay between the 1st, 2nd and second bomb. Overall delay is the same.[...]so there are 2 2nd bombs? EDIT: change second to 2nd to make it clear that i mean number, not time Fixed that for you. Psh, way to pay too much attention to details Quote
spidernl Posted August 17, 2011 Author Report Posted August 17, 2011 Modified:Metaphasic Armor: bulletdamage and bulletdamageup reductions weakened slightlyNadion Collector: explodepixel increase reduced from 13 to 7Cyclone: delay between firing increased, energy cost slightly increased Quote
CommanderHB2 Posted August 18, 2011 Report Posted August 18, 2011 Can I help name the new items in the next itemset? :3 Quote
spidernl Posted August 18, 2011 Author Report Posted August 18, 2011 Can I help name the new items in the next itemset? :3 New item set? What's a new item set? Quote
BZAP Posted August 19, 2011 Report Posted August 19, 2011 Modified:Proton Beam (bulletenergy = 15 instead of bulletenergy = 16)Sharppinger (bulletenergy = 20 instead of bulletenergy = 19)I always felt that both were equally spammy guns. It's odd that you buffed one yet nerfed the other. But I suppose getting beat in a duel by a sharp user causes one to think like that. Quote
spidernl Posted August 19, 2011 Author Report Posted August 19, 2011 Nice personal attack there. I didn't do this after any lost duels (who did I lose against exactly, then?). The most direct trigger was Mistarbob (for the record: I consider him one of the best warbird duelers, and while that doesn't mean I instantly act on his request, it does mean I consider it. Not to mention that he used Sharppinger in all of the previous resets) saying at the current stats he'd still use it over every other signature on a warbird. I then did number crunching, some 'live testing', and agreed. +1 bulletenergy is a quite minor nerf anyhow. If I hadn't told anyone, nobody would even realize. Same thing happened last time when I added 1 bulletenergy to sharppinger. People just imagine that they do a lot worse because of the nerf, while in reality it's more of a placebo effect. Whether or not the Proton Beam buff was required I'm not as sure about. It might just go back to 16.Right now nothing in the database suggests that to be necessary though. For the record, I just dueled omni. He went 4-6 against me with Sharppinger, 2-5 against me with Mass Driver. Doesn't mean much, but hell. Quote
omni Posted August 19, 2011 Report Posted August 19, 2011 To be honest I think sharp is less useful than before with the nerfs though I haven't really played WB in a long time. I guess it isn't a bad change though. I rather prefer non-sig gun WB's. But maybe consider a balance? Sharp was too OP before, but now seems too weak. Quote
spidernl Posted August 20, 2011 Author Report Posted August 20, 2011 The problem is that one step back - 1 less bullet energy - leaves it overpowered. Messing with delay isn't an option either, that'd have far more noticeable effects. To be honest it's mainly placebo effect. "it's been nerfed, therefore it's a lot worse". I think it's fine now: incredible damage output with a weapon level that has no real countering armor against it either. More efficient than most other guns as well. Sig-worthy, I'd say. The difference is just that a different signature like Flash, Omega or System Optimizer is actually a decent option, rather than a way to gimp yourself versus Sharp users. Quote
Unix Posted August 20, 2011 Report Posted August 20, 2011 This is just my opinion, but sharppinger is still op. What makes it op isnt merely dps, but the ability to be near full energy while spamming nonstop. A lvl2 bullet is also quite effective even if one or two hit compared to say Mass Driver. If one or two mass drivers hit, its nothing. Quote
kevinz000 Posted August 21, 2011 Report Posted August 21, 2011 unimatrix is underpowered?(weaker then solid,much weaker) its a guess,i never tested it against solid Quote
kevinz000 Posted August 21, 2011 Report Posted August 21, 2011 also how about flashbang fields and bombs Quote
kevinz000 Posted August 22, 2011 Report Posted August 22, 2011 recently i was thinksing of railguns and lasers,maybe first railguns,raliguns bounce ATLEAST once,and deal lots of damage but has low fire rate and also a alien tech railgun that damages up to 3000 damage but 10-5 sec delay and rapid fire railgun that deals 100-200 damage each time and with 10 delaylasers-not quite sure but maybe some special tiles that lasers bounce off? otherwise they dont bouncerailguns-up to 10 bounce,mainly sniper guns except for rapidfire onesrapid fire ones should be 1 with nonsig and 1 sig Quote
CommanderHB2 Posted August 24, 2011 Report Posted August 24, 2011 kevinz, you don't understand that bulletdamage for L1 bullets is >ALWAYS< 128 [unless edited, but that effects the ENTIRE arena] L1 = 128L2 = 128 + 64L3 = 128 + 64 + 64L4 = 128 + 64 + 64 + 64 You can't make a weapon that does "3000 damage" without ruining every other asset of the game [whatever your trying to suggest would make Hyperspace turn upside down, crawl into a ball and die] Quote
kevinz000 Posted August 25, 2011 Report Posted August 25, 2011 just anyone have ideas how to make railguns? Quote
Cheese Posted August 25, 2011 Report Posted August 25, 2011 grab 4 magnetic rails, a long barrel, a shuttle, a power grid, and any large piece of dense metalsome assembly required Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.