cxc Posted June 6, 2012 Report Posted June 6, 2012 Can the descriptions for xradar, antiwarp, cloak, stealth have how much energy they use in the description? There are items like shell that reduce the energy used but no where can i find the base energy for the items. Quote
Astyanax Posted June 6, 2012 Report Posted June 6, 2012 (edited) For extremely uneven flag games of size X or more, offer increasing rewards (dependent on unevenness of teams and duration of unevenness) to hop to the smaller team, then take the some percentage of the rewarded money out of the jackpot. Nothing like someone willing to sell out their team for a quick buck to even things up. I'm sure the motivation to milk games drop once the certainty of a large jackpot is put into doubt, especially since the incentives to hop to the smaller team get larger over time. Edited June 6, 2012 by Astyanax Quote
spidernl Posted June 6, 2012 Report Posted June 6, 2012 (edited) My idea was actually to offer the weaker freq something similar to "Shields", but constant. While the freq is weaker, they get an X% damage reduction.This would have to be balanced to prevent it being advantageous to have fewer players, of course, but it'd at least give the weaker freq a fighting chance and prevent further ragequits. Edit: And honestly, I can't blame people for ragequiting when it's something like 8v13 (or "worse"). It's not exactly fun to be on the 8-person freq. Generally the flaggame by then has "evolved" into the awesome everyone-on-defense-freq-is-in-a-gunning-ship-and-is-holding-ctrl flaggame, which in case of a push by the attacking freq turns into the oh-they-also-have-rushers-and-they-just-cleared-us-(again) flaggame. Edited June 6, 2012 by spidernl Quote
aBLE Posted June 8, 2012 Report Posted June 8, 2012 Its on wiki but i'll post it for u.1.Cloak Energy= 50.9 Energy/SecondStealth Energy= 34 Energy/SecondAntiWarp Energy= 15.3 Energy/SecondX Radar Energy= 44.4 Energy/SecondAfterburner Energy= 213 Energy/Second 2.Cloak Energy= 48.3 Energy/SecondStealth Energy= 32.2 Energy/SecondAntiWarp Energy= 14.5 Energy/SecondX Radar Energy= 42.1 Energy/SecondAfterburner Energy= 205 Energy/Second 3.Cloak Energy= 56.3 Energy/SecondStealth Energy= 37.5 Energy/SecondAntiWarp Energy= 16.9 Energy/SecondX Radar Energy= 49.1 Energy/SecondAfterburner Energy= 206 Energy/Second 4.Cloak Energy= 51.3 Energy/SecondStealth Energy= 34.2 Energy/SecondAntiWarp Energy= 15.4 Energy/SecondX Radar Energy= 44.7 Energy/SecondAfterburner Energy= 191 Energy/Second 5.Cloak Energy= 63.8 Energy/SecondStealth Energy= 42.5 Energy/SecondAntiWarp Energy= 19.1 Energy/SecondX Radar Energy= 55.5 Energy/SecondAfterburner Energy= 235 Energy/Second 6Cloak Energy= 58.9 Energy/SecondStealth Energy= 39.3 Energy/SecondAntiWarp Energy= 17.7 Energy/SecondX Radar Energy= 51.4 Energy/SecondAfterburner Energy= 220 Energy/Secon 7.Cloak Energy= 69.9 Energy/SecondStealth Energy= 46.6 Energy/SecondAntiWarp Energy= 21 Energy/SecondX Radar Energy= 84.4 Energy/SecondAfterburner Energy= 225.5 Energy/Second. Can the descriptions for xradar, antiwarp, cloak, stealth have how much energy they use in the description? There are items like shell that reduce the energy used but no where can i find the base energy for the items. Quote
Cheese Posted June 8, 2012 Report Posted June 8, 2012 cheese> esc 2zone> HERP DERP U R ANTIWARP'D BUT IM NOT GONNE TELL U WHO Quote
Cheese Posted June 10, 2012 Report Posted June 10, 2012 also u need to rewrite the kill packet from extraweapon kills to the player thats using it cheese> esc 2zone> HERP DERP U R ANTIWARP'D BUT IM NOT GONNE TELL U WHO Quote
Jareth Posted June 11, 2012 Report Posted June 11, 2012 (edited) 1. PD nerfed in some way. All of the other rushing builds have been nerfed, but this one has improved. It is ridiculously op at the moment.2. The doubled money/exp needs to be changed back if the itemset isn't close to being done.3. Field cooldown and price change4. Rule clarity (hopping), staff involvement with flag games, hire one or two more jrmods5. Jackpot overhaul. Reduce the end jackpot and introduce dynamic flag ticks. Start the flag ticks out high to get people to start a flag game, then have them drop over time until it is more profitable to win the flag game.6. Reduce the amount of burst protection on items. Pretty hilarious how low burst damage can get with just one or two items. Edited June 12, 2012 by jareth Quote
Cheese Posted June 12, 2012 Report Posted June 12, 2012 7. laugh at idiot who wants to make bursts even more op when 12 people on a team of 15 are spamming items like retards Quote
spidernl Posted June 12, 2012 Report Posted June 12, 2012 Dynamic ticks are a pretty good idea. Only thing is that the jackpot still has to be pretty decent, otherwise people will just fight hard over the first couple minutes and then ragequit. Quote
cxc Posted June 12, 2012 Report Posted June 12, 2012 I agree with #1, i think pd should get the Alien Tech tag. Quote
spidernl Posted June 12, 2012 Report Posted June 12, 2012 He mentioned point two as well - if the item set isn't close to being done. That's affected by how much time I spend nerfing PD.For the record, saying it "never got nerfed while other items did" is male cow poop. Notice the speed and thrust nerf on it.It never got buffed. Yes, it got an item to buff it, but no sane person would get that on a rushing ship. Quote
Jareth Posted June 12, 2012 Report Posted June 12, 2012 Regardless, the nerf still pales in comparison to the other nerfs. Minus one rep and reduced burst damage from all the items with burst damage reduction. Lanc rush nerf. The item is strong in basing, and in center now too because of the item that improves it. Quote
Jareth Posted June 25, 2012 Report Posted June 25, 2012 Can something be done about fields? The zone is borderline unplayable right now. I haven't been playing a whole lot of basing lately, but the few games that I have played were just field spam. Every push and every clear was done with a field. I wish I was exaggerating. Even if it is something temporary. Quote
Unix Posted June 25, 2012 Report Posted June 25, 2012 It would be nice to limit fielding per team to one and have fielddelay re-enabled and increased. Quote
P Nut Posted June 26, 2012 Report Posted June 26, 2012 (edited) It's getting ridiculous. Flag games are nothing more than a spending contest now. Whoever buys the most fields and bricks wins. Fields should be effective with strategic placement, not shear volume. We're reaching endgame and with double rewards people have way too much disposable money. With fields and PD, there are some serious balance issues that need to be hammered out. I strongly advise you work these out before continuing development. Edited June 26, 2012 by P Nut Quote
Jareth Posted July 20, 2012 Report Posted July 20, 2012 (edited) It's getting ridiculous. Flag games are nothing more than a spending contest now. Whoever buys the most fields and bricks wins. Fields should be effective with strategic placement, not shear volume. We're reaching endgame and with double rewards people have way too much disposable money. With fields and PD, there are some serious balance issues that need to be hammered out. I strongly advise you work these out before continuing development. This is still pretty much the case after the nerfs, except for fields which I think has gotten better. PD still dominates flag games to the point where you are better off just giving up against a team with more than one or two pd weasels. The nerfs are not even noticeable to me. Also energy infusion has gotten popular and is pretty overpowered. Money is the biggest problem right now. People are making money so fast that they don't know what to do with it. Everyone has the ships they want by this point, especially since it was a double exp/money reset. A lot of players have just been spamming bricks and cobalts, which has been happening in almost every flag game over the past few days. There was just a game where there were three cobalts in a row and then the third cobalt set off a chain cobalt. This isn't even rare nowadays and it completely ruins flagging. The amount of extra sigs and alien tech going around makes center pretty bad as well. It is exacerbated even more by runners. Who runs with extra sig or alien tech? Almost everyone. A reset needs to happen very soon. Would also be nice to get another jrmod. Edited July 20, 2012 by jareth Quote
Cheese Posted July 20, 2012 Report Posted July 20, 2012 the fg going right now has had over 30 cobalts in 30 minutes what makes it even worse is that spidernl thought it would be a great idea for cobalts in b4 to kill people in center and b8 as well Quote
Cheese Posted July 20, 2012 Report Posted July 20, 2012 and he seemed to think ad wasnt overpowered enough, so instead of increasing the death time penalty, he decided to give ad a cobalt shield instead Quote
spidernl Posted July 20, 2012 Report Posted July 20, 2012 (edited) I agree cobalts are getting stupid due to people's wealth. No idea what Cheese is talking about, though. Edited July 20, 2012 by spidernl Quote
P Nut Posted July 20, 2012 Report Posted July 20, 2012 Yes, reset please. Also, normal rewards. Quote
Cheese Posted July 21, 2012 Report Posted July 21, 2012 id say before reset we should get like 2 weeks of extra sig being 5m, just so people could see what its like Quote
Unix Posted July 21, 2012 Report Posted July 21, 2012 Could either increase price of cobalt drastically (50k is already rather cheap for what it can do) or just remove it completely for now. Quote
Cheese Posted July 22, 2012 Report Posted July 22, 2012 or decrease the range to 80% and make a second whole map cobalt item for 250k to make these idiots run out of money faster Quote
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