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Posted (edited)

1. Perma-spam gunners with Pulse Laser

 * Gunlining acually was SAFER than rushing at doing its job, aka DEFENDING. Unlike the most recent Hyperspace era were rushing = everything

* However, while Gunliners could DEFEND well, they did not ATTACK well... pushing the opposing team, was of course, what rushers did better, even when gunliners were there! Gunliners mainly prevented

  leaks and added some addional firepower to the rushers, where as today the former of these has been obliterated (preventing leaks).

* Gunliners were something best in moderation, or as a delay tactic when defending, if you're trying to win. Of course, having no rushers at all would cause that delay tactic to be very short-lived as compared to when you had rushers, as one of gunliner's qualities was helping the rushers firepower.

2. Tac-nuke Bombliners

* Tac-nuke was actually good, and could kill any 1 random ship that did nothing but send theirself in.

* Shrapnel lasted longer, which gave shrapnel-based bomblines more importance.

3. 2-3 ships  with repels could kill an undefended bombline all by theirself, even if they were 3 warbirds

* This meant bomblines were BEATABLE, especially bomblines without shrapnel, which were TERRIBLE at delaying, only being better than nothing.

* The best part about bomblines were the shrapnel, and making long runways not immediately bypassed. They were not as good as gunners at simply defending, nor did they replace rushers at a bombline.

* Bomblining, like mines, were a delay tactic, nothing more.

 

HOW BASING WAS LIKE THEN:

 

* Maybe 50/50 Gunners/Rushers.

* Gunners made CONSTANT gunlines, usually with Pulse Laser or Beam Array. This typically took the Spider's high recharge for Pulse Laser however, making it the primary choice for gunning, period. I do not mind some kind of modification to allow Terriers to do this, as they were much more useless back then...

* Rushers had to deal with the gunner's nearly continous gun spam, making leaks much more uncommon.

* Some Gunners may change into Bombers to take advantage of any good bomblines, which included shrapnel-based ones, since guns lasted around 3 seconds.

* 3 second full Pulse Laser gunlines could kill all but Heavy ships, and even Beam Array could take out Light ships at least. Not to mention, even if Heavy ships could overrun any gunline, the amount that they

did so wasn't as dramatic as now, and remember that rushers have a timer to wait when they die, so they may really not had a true advantage then considering that.

 

HOW BASING WAS LIKE ~3 Months ago:

 

* Unknown, erratic Gunner/Rusher ratio.

* Higher energy totals and guns lasting only 2 seconds have nerfed guns to at least 2/3 of their old effectiveness. Any gunline attempted can expect to possibly be heavily overrun, making rushers more valuable.

* Gunspeed coverage is 2/3 of old values, which makes leaks even easier to accomplish on top of lower DPS for gunlines.

 

 

HOW BASING WAS LIKE Now:

 

* Gunlines effective DPS at perma-spam levels is massively nerfed due to severe efficency loss, while rushers get massive out-of-this-world energy buffs. Rushers run through whole base as they please. Rushers Win!!! :D

* Then, Hyperspace died...

 

 

 

 

 

Edited by Relos Guardian Shield
Posted (edited)

So, what kind of Hyperspace do I want? I might as well just spell it out.

 

* The average gunline can at least kill light ships and cover enough distance to make leaks less frequent and take effort/luck to accomplish. Leaks should not easily happen just because of 1 lone warbird's magic moves.

* Repels and gunline support are used for rushers to beat gunners, just as gunners would use rushers to beat other rushers, so that "Hero Mode" is no longer a thing. This means gunners have more firepower behind them to the point that, without your team, a single lone rusher might be *gasp* worthless!!! :o (So get one!)

Edited by Relos Guardian Shield
  • 2 months later...
Posted

What was wrong with juggernaut/high-energy-cost-guns/whatever: people don't like it. Make a game people won't play, and people well, won't play... why do we have devs who don't understand this, and do whatever they please? Because while even I would do that, only up to a point, as unless I don't want people in my zone...

 

Oh well, guess we should expect the devs to "whatever they want", and while I can see the point... y'know... whatever, guess Hyperspace is dead then

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