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Posted

Here I think of ways to make HS more fun.

 

Center

 

- Make Turreting better for pub freqs

It is hardly worthwhile right now, why do it with only 2 people attached? Ok, maybe some would, but if pub freq limits were raised to 5 turreting would happen more often. Sure there's been problems with turrets before, but all people had to do was make another lanc turret to counter. That or have a bunch of people fire bombs at it.

 

- Allow Summon and flags to work in mini

Basing in mini is more stupid idea than picking a sector base, considering how small it is and all. Why not have it be a possible base for flags? Letting people "base" in mini, with working summon, could be nice during times less people are available.

 

Basing

 

-Repels and bomblines

If repels moved stuff at a faster speed, good bomblines would be less "rigged", and could be more implementable in bases. This is because rushers would be able to travel it faster, as pure ramming

is not so useful when bombs area of effect the people behind it when they hit, unlike guns.

We could buff guntime a bit to compensate for the stronger reps.

 

-Make sector 8 safe in a mini base

Brick/Field spam just waits to happen right now. If it were more possible to stop people from entering it, then thats a way to deal with fields/bricks.

Maybe it would better if bricks/fields have you go through it, and leave the current safe there for other things. Also, if the mini-base buying spot was not a safe, but a marked area, then lancs would not be able to sit in it without being able to get hit.

 

Other

 

-Privs

If privs could not pick up flags, then we could bring them back without flanking problems for flagging teams right?

 

omnomnom

Posted

With the repel scenario you have there. It might work in that situation, but practically speaking you have to think about all situations where repels are used. If you have a super push, you will have fewer rushers actually. Imagine you're rushing, and you get repeled back, which happens often, not only do you get pushed back, you're forced to also use a repel, otherwise the enemy rusher that is also rushing who rushed you makes huge advances. All this does is make it a game of who has the most reps, even more so than it is now.

 

Blines arent a real issue. One or two bricks with some decently knowledgeable rushers and you'll be fine. Then you have thors, or whatever. People just dont think, and these bases have blines that are actually very easily countered.

 

For base 8 - Use antiwarp if you want to block people from attaching back after they just bought some bricks or fields.

 

For privs, I'd like to have them increased to five, and at the same time be allowed to flag. A team of five cant hold back a team of 10, even if they're being flanked. Also, if games were closer to 5v8v8 or what not, I'd hope that the pub teams can work together, rather than flank each other. At the same time, the ?flag would have to be restructured to the point of if there is a priv of 5, players can form one ?flag freq of 5 so that they can combine together. If it's 5v3v3. That'd be kinda stupid, but then again they could make their own priv as well.

 

Allowing five would allow for some turreting.

Posted

With the repel scenario you have there. It might work in that situation, but practically speaking you have to think about all situations where repels are used. If you have a super push, you will have fewer rushers actually. Imagine you're rushing, and you get repeled back, which happens often, not only do you get pushed back, you're forced to also use a repel, otherwise the enemy rusher that is also rushing who rushed you makes huge advances. All this does is make it a game of who has the most reps, even more so than it is now.

 

Blines arent a real issue. One or two bricks with some decently knowledgeable rushers and you'll be fine. Then you have thors, or whatever. People just dont think, and these bases have blines that are actually very easily countered.

 

I think you're right. However I see long bomblines mostly avoided in mapping, which I think are the bomber's time to be more useful. I thought this was due to HS staff thinking those options weren't enough, so I tried to think of another.

 

However, I forgot about that part of repels when making this idea...

 

For base 8 - Use antiwarp if you want to block people from attaching back after they just bought some bricks or fields.

 

Then they could shipchange, avoiding my antiwarp. If they have 2 ships and alternate antiwarp don't do a thing.

 

For privs, I'd like to have them increased to five, and at the same time be allowed to flag. A team of five cant hold back a team of 10, even if they're being flanked. Also, if games were closer to 5v8v8 or what not, I'd hope that the pub teams can work together, rather than flank each other. At the same time, the ?flag would have to be restructured to the point of if there is a priv of 5, players can form one ?flag freq of 5 so that they can combine together. If it's 5v3v3. That'd be kinda stupid, but then again they could make their own priv as well.

 

Allowing five would allow for some turreting.

 

Maybe if a priv was made, the ?flag command would stack on freq 90 if the priv had all flags carried/dropped. Desperation attack! =D

Posted

id say increase privs to 4 to start, and hell no they shouldnt be allowed to flag

 

it really sucks to attach to the idiot lanc sitting in center safe and have all your energy stolen, or to a lanc that just died

 

sharks need to have double barrels, if you noticed, people actually started to use shark again, and noone uses pd, so noone cares

 

center safe to drop flags will end up in idiots quickwinning, esp with increased privs

 

faster repelspeed will result in the stuff you repped bouncing off a wall and killing you faster

also dont forget fat ships dont have thrust, and having lanc pinball is retarded

  • 2 weeks later...
Posted

The Shark

 

The shark has a stat distribution on par with the rest of the ships yet is blasted in the item department. This, in turn, makes it weak. In the past, its starting recharge was very high: 1500 compared to the more balanced 1300 of today. That is like a +6 Recharge WB to a +10: that IS a noticable, effective difference, especially to have as a starting. With the 3% Energy nerf and 4% Speed nerf it also acquired it is no longer the statically superior ship in any stretch of the imagination (even if it was mostly in recharge). This makes it a balanced choice to have sigs.

 

The Shark currently is also completely shredded in reps/bursts. 1 barrel gun with 3400 bulletspeed. EMP Bombs with 3990 speed, but with a lvl 1 max. So that leaves it at reps, which is maxed at 2 rep 2 burst. The Warbird (and every other ship for the matter)...? 4 Reps, 3 Burst. That is DOUBLE the amount of reps, and 50% more bursts. That takes a sig? Well, the Shark gets no sigs, and look at their stat distribution...

 

The Shark's current lifeline is the cloak shaper. I consider that a flimsy lifeline to base a ship upon. Make it comparable to the other ships. I thought of the Shark's role as a ship specialized in rushing, but where it is now is hardly that, more like "plz enemy dont have x on!"... type of role.

 

To Fix:

 

  • Either Buff its current stats, leave its items alone
  • Or make it more comparable in the item department, keeping its current stats about the same.

 

When the Shark doesn't involve itself with cloak shaper, other ships have the upper hand (particularly in base). Get Oracle, goodbye shark.

 

It would be nice if the Shark's role wasn't to have cloak and be otherwise worse.

 

Well, I wanted to say this for a while now. I think a good shark is not a bad thing for the game.

  • 2 months later...
Posted

The Shark

 

I would've considered the suggested changes if it wasn't for the fact that you claim the ship is not statistically superior anymore. Come on, every stat except speed and thrust completely wrecks that of other ships.

Add to that the fact that it is hit by 1/3rd the stuff terriers (comparable in stats) are hit by, I would say the hull itself would need considerable nerfing for it to even get 1 signature.

Posted

No, it's not a bad thing, but allowing it one sig wouldnt necessarily be a bad thing. Originally the shark wasnt meant to have a sig because it could be so op with all the other items that arent allowed on it.

 

Sure the base stats are superior to other ships, but it doesnt reach those superior stats.

Posted

ez fix. give all ships 2 sig slots and give the shark 1. would probably make a lot more people excited to play.

The sound of that makes me excited. Possibly a week of testing, or even a day?

  • 2 weeks later...
Posted (edited)

2 sigs on one ship? Omega solid rush lanc, here I come!

Also, i remember that before the times of ammo, repels used to not suck, as in, instead of the weird double rep delay crap that we have now, a repel would actually immediately repel. This can be noticed when chasing someone, they rep, and you don't get repped away from where they are, a moment later you get repped from where they were...

 

For turreting, bring back the lanc item that allows more ships to turret, and lessens the slowdown of turreting ships

Edited by toxic_intruder

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