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Posted

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.

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Posted (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 by Astyanax
Posted (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 by spidernl
Posted

Its on wiki but i'll post it for u.

1.

Cloak Energy= 50.9 Energy/Second

Stealth Energy= 34 Energy/Second

AntiWarp Energy= 15.3 Energy/Second

X Radar Energy= 44.4 Energy/Second

Afterburner Energy= 213 Energy/Second

 

2.

Cloak Energy= 48.3 Energy/Second

Stealth Energy= 32.2 Energy/Second

AntiWarp Energy= 14.5 Energy/Second

X Radar Energy= 42.1 Energy/Second

Afterburner Energy= 205 Energy/Second

 

3.

Cloak Energy= 56.3 Energy/Second

Stealth Energy= 37.5 Energy/Second

AntiWarp Energy= 16.9 Energy/Second

X Radar Energy= 49.1 Energy/Second

Afterburner Energy= 206 Energy/Second

 

4.

Cloak Energy= 51.3 Energy/Second

Stealth Energy= 34.2 Energy/Second

AntiWarp Energy= 15.4 Energy/Second

X Radar Energy= 44.7 Energy/Second

Afterburner Energy= 191 Energy/Second

 

5.

Cloak Energy= 63.8 Energy/Second

Stealth Energy= 42.5 Energy/Second

AntiWarp Energy= 19.1 Energy/Second

X Radar Energy= 55.5 Energy/Second

Afterburner Energy= 235 Energy/Second

 

6

Cloak Energy= 58.9 Energy/Second

Stealth Energy= 39.3 Energy/Second

AntiWarp Energy= 17.7 Energy/Second

X Radar Energy= 51.4 Energy/Second

Afterburner Energy= 220 Energy/Secon

 

7.

Cloak Energy= 69.9 Energy/Second

Stealth Energy= 46.6 Energy/Second

AntiWarp Energy= 21 Energy/Second

X Radar Energy= 84.4 Energy/Second

Afterburner 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.

Posted (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 change

4. Rule clarity (hopping), staff involvement with flag games, hire one or two more jrmods

5. 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 by jareth
Posted

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.

Posted

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.

  • 2 weeks later...
Posted

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.

Posted (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 by P Nut
  • 3 weeks later...
Posted (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 by jareth
Posted

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

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