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Posted

Hyperspace = Better

Changes:

Problem 1: Repels are too weak
Reason: Thors are far too strong against repels
Solution: Buff repel radius-of-effect until it reaches at least as far as thor proximity range

Problem 2: Gunlines are too weak
Reason: Maintaining adequete defense against rushers is now lopsided towards rushers, centralizing the game rather than providing a balance between rusher and gunner. In the (better) days of the past both was necessary, or you'd fail (as a team). Now, you can just have 5 weasels with AD/thors stampede down the defenders. Centralizing the game is not proof of strategy, but the lack of it.
Solution: Increase the guntime by a half second. Remember, this needs to be balanced, not lopsided towards gunners, either.

Other Comment: The game, in the past (for me), had a time where gunlines were more powerful (had basically all private teams winning too) in the most distant past for me, and now, a time where I believe rushers have that advantage, and the more recent past (a while back) where gunlines were a bit more buffed then now. The 3rd option is important for high population, in my opinion. In fact, the idea of keeping a strategy from centralizing the game is important in general, for happier population levels. Which means next, I want to give improvments based on this previous statement:

Idea 1 - An item that attempts to defeat Antideath, which when activated, negates antideath from occuring, but does not reset its timer. This is so Antideath does not become useless, but not perfect, either. You would recieve a message that your Antideath was "negated".

Posted

Does increased gun time mean the bullets stay alive longer and thus travel farther?  If so, I agree they should be buffed a bit.  And since the major changes recently, I feel over all gunners have taken another negative hit. 

 

I do not like big reps, as at certain (wider) radiuses they start to feel like screen wide earthquakes, and they would add yet another improvement to (already favored) rushers.  The answer to thors is nerfing them, not buffing an alternate rushing tool.

Posted

Repels are fine, they last for a second or 2, just need to repel early and move away and can repel thors.  Or buy wave disperser and block those thors.

 

Bullets already travel off my screen, i have to guess where they stop.  I dont think they need to travel any further.

 

Gun lines are over powered already, it is just that none seem to know how to gun.  If you have 3 gunners enemy needs team work to get past it.

 

Antideath is the item that makes this zone fun.  By item you mean field then it may be ok, but we already have coffin that basically negates ad.

Posted

Does increased gun time mean the bullets stay alive longer and thus travel farther?  If so, I agree they should be buffed a bit.  And since the major changes recently, I feel over all gunners have taken another negative hit.

:D

 

I do not like big reps, as at certain (wider) radiuses they start to feel like screen wide earthquakes, and they would add yet another improvement to (already favored) rushers.  The answer to thors is nerfing them, not buffing an alternate rushing tool.

Repels are fine, they last for a second or 2, just need to repel early and move away and can repel thors.  Or buy wave disperser and block those thors.

Yeah, thors can be repeled... barely. See, I believe thor prox is 4 tiles, which is basically the minimum possible prox for level 4 bombs (at +1 ea. level starting at 1).

 

Bullets already travel off my screen, i have to guess where they stop.  I dont think they need to travel any further.

 

Gun lines are over powered already, it is just that none seem to know how to gun.  If you have 3 gunners enemy needs team work to get past it.

 

Antideath is the item that makes this zone fun.  By item you mean field then it may be ok, but we already have coffin that basically negates ad.

Yeah, Gunners are "overpowered" because they still are useful... no, they're not OBSOLETED by rushers, but they are, in my opinion, not as good. What I'm trying to say is I want a 1 for 1, gunner + rusher combo to be superior to just plain rushing or gunning, and right now, rushers can ALMOST do everything... almost. Thankfully, gunners are not that worthless, and it is still possible to outgun rusher(s) without enough gunner support theirselves. But in the past, it was harder to crack a base without your gunners, and thats what I want (without it turning into gunner-line land of 5 second gunlines ofc).

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