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Posted

The problem with Radiating isnt that it has no weaknesses, but the weaknesses it does have are EASILY moot if you have either, a decent enough team or a large enough team.

 

Consider, a radi lanc with +2 energy and kinetic can easily survive 3 "full" consecutive bursts from the same person (salvo delay) and still have about 600 energy to spare. And when I mean full bursts, I mean all shrap pieces hit at the same time when you release your burst, and then times that by three.

 

It's lack of bullet protection is neutralized given it's mass of energy plus the fact that the team will eat up the vast majority of bullets.

 

It's only weakness was point defense, but it's gone now.

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Posted (edited)

Bursts are the main tool of rushers. Radiating deals with bursts. Therefore, it deals with rushers quite well. That's quite logical, and will remain that way unless rushers figure out some way to deal damage through other means.

 

Although I do think that, even if three bursts won't kill the lanc, they'll still be forced to retreat as another rusher doing the same thing will take 'em down.

 

Edit: Also, to spice this up a bit, let me write down a few things I could do as a developer to fix this issue:

 

1) I could make Radiating Coils itself quite a bit less effective against bursts. Interesting, but likely to return the item to 'hardly ever used' status. We don't want that either. I prefer the current situation of it being really good against bursts (which, well, is what it was meant to do) over the old situation where it was considered useless and hugely inferior to Solid Nutronium.

 

2) I could change the focus of Kinetic to Shrapnel, rather than Bursts. Right now, Kinetic is hardly ever considered worth it just for its shrapnel protection. A small change: a little more shrapnel protection, a little less burst protection. Seems viable when I write it down here.

Edited by spidernl
Posted

Consider what I defined as 3 full bursts. Those are the most ideal and most effective type of bursts. Let's face it, those dont happen, and 3 of them in a row will never happen.

 

Have you gone up against a decent radi lanc in an 8v8.

 

I've taken out radi lancs in a multitude of ways, but no matter what, they are without a doubt an extreme challenge to the point of near impossible on a competent team.

 

It's too extreme of a defense against rushers.

Posted

haha, I have not played in a long time.

But my annoyance with the later sets was that money became just an added nuisance. Things were mostly about exp. As you built your ship, you followed a set path most of the time. It started feeling like one of those zones that simply give you a better ship as you gain a rank.

Posted

JoWie? Exactly what would you need him for? It's not like any of those points are impossible/possible due to ASSS limitations :p

 

Treating JoWie like he's just a programmer and has no good gaming concepts would be the first downfall in actually have a good working relationship with JoWie.....

Posted (edited)

I respect JoWie and his knowledge. I however think that seeing as he hasn't played for a long time, he won't really be able to add much to the discussion of those specific points. Maybe I'm wrong, but it's hard to say anything about 'just how good' a specific item is when you haven't really played a single flaggame where the item was used in years ;)

 

Edit:

 

Also, I agree with JoWie regarding experience-versus-money. My new item set will* have a far greater selection of items available at lower levels of experience, with a relatively small amount of very specialized/unique items at the upper levels to serve as 'carrots' for players to work towards.

 

*) Optimism.

Edited by spidernl
Posted (edited)

You actually very wrong*, because JoWie will address more fundamental flaws than unix will.....

 

Edit: *As soon as SpiderNL realized I was his publicist I took the job..... did anyone see that exchange in HS???

Edited by Arry
Posted

You were saying you'd ask him to give his view on those points, which were very detailed and far from fundamental, my man.

 

Let's not discuss JoWie here, though, because it's kind of awkward and off-topic.

Posted

This of this more as a round table discussion with different "Knights" and you're "King Arthur".... or if you hate the goodie two shoes..... Think of it as a meeting of the evil league of evil..... Brain is Bad Horse, but he's handed control over to you, Dr Horrible......

 

You were saying you'd ask him to give his view on those points, which were very detailed and far from fundamental, my man.

 

Let's not discuss JoWie here, though, because it's kind of awkward and off-topic.

 

Sure I agree, but why keep the zone's best programmer a secret?

Posted

Although I do think that, even if three bursts won't kill the lanc, they'll still be forced to retreat as another rusher doing the same thing will take 'em down.

 

I did the math and tests before to see how much damage 3 full bursts would do to a coils/kinetic lanc. I believe it is only around 900 damage total, unless I did something wrong. They can completely ignore burst rushers with a high recharge lanc (they are all high recharge lancs).

Posted (edited)

Brain, Can we just change zone positions to characters in the evil-league-of-evil for when people listmod..... that will get them to stop trying to go over spider's head....

Equilibrium was a stupid movie.

 

But yes, I lead the evil league of evil with an iron hoof.

Edited by Arry
Posted (edited)

Zone population help

 

Positive

 

-Gunners using guns in more effective ways (whatever that is, don't be sure that I know what it is)

-The existance of rushers after these gunners exists (any quality works as long as the gunners have good builds, though you'll probably make some rushers happier if they see good rushers instead of bad ones)

-People with competent builds (especially once they have shell/molecular shield)

-Balling during flag game

-High jackpot (for now)

 

Neutral

 

-Lancasters existing with Summoner and Antideath

-Gunners using guns in less effective ways

-Taking the opposing team seriously

-People with incompetent builds

-Not baling during flag games

-Low jackpot

 

Negative

 

-Lancasters not existing, or existing but without the full set of Summoner and Antideath

-Not taking the opposing team seriously

-However, if this is not done (you take them seriously), if you then throw them out of base (you can kill the lanc though, as long as the lanc probably wouldn't retreat outside of base to stay alive)

-Lack of rushers

-Rushers if there are no effective gunners

-Low jackpot and there is a lack of competent players on flagging teams

Edited by omnomnom
Posted (edited)

Prozium, wtf? sounds like a made up chemical, like I thought "Cerium, Allium, and Rareitanium" were all made up....

 

Who's this omnomnom kid with only 75 posts, no avatar? Aparently he knows Relos.... I'm always a fan of onnom's, but can you post your usage statics for us omn? kthx

 

Also, Jareth had a post on the last page that might have gotten overlooked with the rate of posting..... please check it b4 u wreck it.

 

I love how replies to myself are auto-edits now so that Brain no longer flames me for having a monologue...... WTG POLIX!!!! <3

Edited by Arry
Posted

Prozium, wtf? sounds like a made up chemical, like I thought "Cerium, Allium, and Rareitanium" were all made up....

 

Who's this omnomnom kid with only 75 posts, no avatar? Aparently he knows Relos.... I'm always a fan of onnom's, but can you post your usage statics for us omn? kthx

 

Also, Jareth had a post on the last page that might have gotten overlooked with the rate of posting..... please check it b4 u wreck it.

 

I love how replies to myself are auto-edits now so that Brain no longer flames me for having a monologue...... WTG POLIX!!!! <3

I am Relos. I lost my password for Relos, as well as the password for the email I used. ;_;And now theoretical ways of population change based on current at the moment settings/population: (accuracy questionable, also think about what I say before implementing stupid ideas)Positive-Lower energy of heavy ships by 10%. Increase gunline range by 10%. Repels have 10% higher radius, and move others 20% faster. Increase Energy of medium ships by 5%. Lower their thrust by 5%. Make jackpot after a flag game increase by 500x number of players on losing team (not winning team). Do not warp the losing team to center, or players playing on non-flagging freqs, to the center safe.Neutral-Do nothingNegative-Increase energy of heavy ships by 25%. Lower gunline range by 30%. Make walls of all bases large and big. Penalize the losing team by making them lose 10% of their EXP if they lose a flaggame. Increase thrust of medium ships by 20%. To accomodate for the losing team losing exp, give it to the winning team, and if the losing team has more then 5 people, warp them into the flagroom of a random base, with up to 1 flag on each of them.

Posted (edited)

a long time ago I suggested a black market currency separate from HS dollars.... I think this would let us play the metagame better

 

and perhaps the black market currency would the only thing carried over between resets.... killing many birds with one stone

Edited by Arry

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