Relos Guardian Shield Posted August 28, 2014 Report Posted August 28, 2014 (edited) It has become apparent to me that my internal ideas of "counters" may not be fully understood, to some of the HS Devs at least. So, I will now write down what I think counters various key things. 1. GUNLINING Gunlining, not to be confused with simply firing one's guns, is to me, "the act of using the range of the gun to kill the opponent". This can be difficult to stop (oher than gunlining yourself), or, in HS's case, seemingly easy to. Gunliners can be killed by C1: RepelsRepels get you closer to the target, limiting gunliner's effectiveness, as after all, it is the RANGE they are trying to mainly exploit, and lowering that range lowers them. C2: ThorsThough potentially nullified by the Repel, thors can achieve great power. 2. BOMBLINING Bomblining is basically gunlining with bombs, range and all. Bombliners have the added benefit in HS by not being easily killed by gunliners, as their range tends to extend beyond gunline range. They also have area of effect damage, further reducing the effectiveness of the gunliner's singular damage. But what can counter them? C1: Repels + BombsYou don't necessary need a bombLINE, simply a few bombs will shake up their bombline into probable collapse. But you'll also need some repels to do that, and if the repels aren't STRONG enough... it'll get harder and harder to do that. Stronger repels make breaking bomblines easier. C2: ThorsThough potentially nullified by the Repel, thors can achieve great power. 3. RUSHING Rushing, to me, is to reduce the power of opposing gunliners and bombliners with repels to help your team kill the opponent. An effective rusher trys to get as close as they can with their repels to minimize the power of range. So, what can counter rushers? C1: GunlinersGunliners and Rushers are the antithesis to each other: Both counter each other. But if ones too strong (in HS's case, seems to be rushers), the other will appear to be weak, and no longer serve as an effective counter anymore. Hyperspace suffers from this issue. C2: BurstsBursts basically are whats left... use them when they get too close (since thats what rushers do anyway). Thors, while great against many things, against the repel-heavy rusher see limited use. Edit: When I said to nerf bursts there were FOUR bursts possible per spawn (Defense mount x2, Combo Mount, Moreton Array = 4 bursts). I asked for a small nerf, and was assuming that this 4 burst situation would stay in such a case. I did NOT expect radiating coils to go non sig, moreton array removed, close combat to go to a max of 1, and gunline efficiency to be nerfed as well! Edited August 28, 2014 by Relos Guardian Shield Quote
Cheese Posted August 29, 2014 Report Posted August 29, 2014 does anyone actually still play hs? Quote
Relos Guardian Shield Posted September 18, 2014 Author Report Posted September 18, 2014 (edited) Well, regardless, if Hyperspace is to come back alive one day I hope some "distasterous" new item set isn't immediately applied by the latest active dev. With things like gunline/burst fiasco, however, future looking grim, unless lead dev changes to someone more trustworthy. And then there was stuff like the whole "overpowered" turrets by SpiderNL, and juggernaut. Then, when said things finally lower zone pop levels, said dev leaves. Amazing. Wish they'd figure they'd made a mistake, instead of leaving, and rollback/fix specific issues they caused. Lets see: Turrets "killed center"Juggernaut "was crazy"and pre-now (settings now were rollbacked/fixed to earier point by someone) gunline/burst related changes "was sandbox mode" Each time each thing occured, the responsible dev left the zone soon after. Sigh. People would complain about Dr. Brain and Arnk Dylie, but frankly, they didn't do things like this. Arnk Dylie: "Ammo is bad? Well, ok, its gone." And gone it was... omg. ...And I'm sure Dr. Brain did things like that too... Edited September 18, 2014 by Relos Guardian Shield Quote
Relos Guardian Shield Posted October 11, 2014 Author Report Posted October 11, 2014 So one thing I've always wondered, especially now, is, what happened to the zone? Last time the zone had "any" pop, Ceiu applied the killing blow with setting changes. Then, after finding the zone left, the "correct" answer was to leave with them? Rofl? Then someone else had to revert to better days, but now that's clearly not enough anymore... yay! Also, I wonder why turrets were left that long, when seemingly (to me) their main issue was turrets in CENTER, not base... perhaps turrets should not spawn/detach in center, and they could come back again? I don't remember people really quitting due to turrets while I was basing, but have heard about it happening in center. Anyway, I'm not quite sure what needs to be done to bring back pop, but I can at least be confident that doing nothing probably won't help. If the zone is left in abandoned state I hope their not surprised its well, in an abandoned state... Sometimes I wonder why I come back to the zone. We've always heard about the "community" problems and all that... is that why people left, they finally got fed up? Well, this zone (once) was a fun zone... be nice to see it become fun again, but I do not know if that desire is there. Just so you know though, I DID play after 2007/whenever-I-liked-the-zone-the-most... so the zone doesn't have to be perfect for me to play. But it'd be nice if some attempt was made to revive the zone from devs, its why I make all the posts after all! But hey, maybe this zone was "put to rest...for good", and that's why devdecisions made were so dumb, and I'm just a fool not to realise it... Quote
Cheese Posted October 11, 2014 Report Posted October 11, 2014 the zone was dead the second it touched the hands of doubhebagnl or douchebagium Quote
Cheese Posted October 11, 2014 Report Posted October 11, 2014 it died when dr brain stopped caring Quote
Dr Brain Posted October 13, 2014 Report Posted October 13, 2014 it died when dr brain stopped caringPretty much... Sorry about that, but not sorry enough to care again. Quote
Dug Posted October 14, 2014 Report Posted October 14, 2014 funnny i agree wit relos, i guess i look at it this way tho, just like how most bands should stop making new music cuase they will never b able recapture wat was once created, thus i think hyperspace when i left it was a mutated baby with autism Quote
Relos Guardian Shield Posted October 26, 2014 Author Report Posted October 26, 2014 Let me give my opinion on the progress of Hyperspace. At first, the early days of my Hyperspace career, ~Jan. 2007. Hyperspace was "fun", but lacked the "availability" for "lesser teams" (aka not good privs) to stand a chance. Back then I was not very good at this game either, so that didn't help. Anyways, seemingly on a whim, Dr. Brain (or so it seemed), the dev of that time, made changes that made it this problem go away. He nerfed the relatively long gunlines of that era into something more reasonable. The game eventually picked up more steam now, now that non-"great" teams seemed to stand more of a chance. This was the beginning of the good days of Hyperspace. Population increased quickly, and by summer huge flaggames were to be found, larger than they have ever been since (the best ones, where Dr. Brain would boost the jackpot himself, would get up to 30 vs 30). I have also heard other good things, but the days were to end. Soon, the foolishness of Hyperspace began. Cyclone, overpowered items, things began to make people wish for a more "calm" item set. That is when Arnk Dylie became the seeming "lead" dev. He brought his item set, along with ammo. The new set, while otherwise decent, forgot about what made the zone grew, and unfortunately had a harsh balance for newbs to break a base against experienced players once again. Sadly, rather than simply making it easier for newbs once again, Tthis was met with nerfing the zone completely, lowering the fun value of the game. Arnk Dylie soon left, leaving SpiderNL in his steed. The zone had an era of relative peace, but this was not to last forever. The zone already had lesser pop due to dumbed down settings, even though newbs could break a base once again. And SpiderNL was to introduce turrets... while things happened slow, if I recall right his parting gift was to increase the accuracy of turrets greatly. The zone finally got even lower pop than before, and SpiderNL was nowhere to be seen. Next, Psythe (also once known as Sharpflame) would be the next dev. Unfortunately, still little focus was put on making the zone contain more depth once again, and bomblines continued to be oppressed (much less anything else, like privs in bases). Things like thorstorm and juggernaut would be added, with the infamous "relics". Pop reached even lower heights, and Psythe was soon to leave too. Finally, our shortest main dev: Ceiu (or Cerium). He seemingly understood that the zone could've been better, but seemed to miss the mark greatly. Again ,rather than increase the depth... the depth was lowered with the advent of settings, that we could call for short, "Sandbox Mode". It was such a failure the zone was dead. Everyone left, and here we are, in a dead, doomed, zone. The End. D: Quote
Dr Brain Posted October 26, 2014 Report Posted October 26, 2014 Pretty much, though Arnk unfairly gets the blame for most of thing things that were actually my fault (e.g. ammo). Quote
Cheese Posted October 27, 2014 Report Posted October 27, 2014 fuck you brain, ammo was arnks fault Quote
JoWie Posted October 27, 2014 Report Posted October 27, 2014 it was the most fun when the 10slots, flashbangs and integer overflows were around. Quote
Marioman Posted October 27, 2014 Report Posted October 27, 2014 I had the most fun when people could make bank spreeing with turrets ($ reward based on bounty), could spam bricks/thors, buy those 'damage zones' that were rectangular areas that did damage, and could buy instant respawning for like 250,000 money. This was probably around 2007 when brickwarp and deathboyevil played.I didn't really like the resets, or any of the changes that came after that where I had to fly to some safe in zone 8 to buy items. Dunno if anyone will recall but I believe that i'm the guy who first paired the high speed, terrible thrust, amazing afterburn thruster in wb with the string of pearls (no bombs but like 20 lvl 1 mines with almost no minedelay). I was so based in that ship hehe. And anyone could win flag games solo at that time, often by hiding the flags in that blue ice base or up top in center! Haha yeah now I realize I was probably kinda dumb with sticking to the vanilla continuum flag graphics. Anyway the settings at that time were so fun imo, there was an amazing amount of viability with the different configurations... people could even duel with vastly different setups and win if they played to their strengths. I also had a cloak spider with shredder (superfast lvl 1 bullets), energy view, and space mines that I loved playing in center. I also had a lanc that wasn't setup for basing but instead decent energy/recharge that I had for turreting in center. Now I remember, this was when bullet damage to turrets only affected the turreter, and only bomb/thor damage affected turretees. Really awesome back then, some amazing ideas and stuff you did with ASSS brain... thanks for the great memories Quote
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