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  • Specials in TWL-B

    Specials ruin basing and make competitive matches more like pub. I formally propose that specials be banned from TWL-B.

    Further, it's fascinating that TWL ops decided to completely dismantle terrier by removing greenable ports/bursts/full charges and to take away shark strength by removing 5 shrap, effectively ruining ships that some of us have played for 20 years. Core basing ships. They even chose to remove rockets from jav, which isn't played nearly as often. Yet somehow warbird has stayed exactly the same. Decisions were made to tamper with every ship that many people play on a daily basis, but chose to leave the one ship that hardly anyone plays alone.

    If specials are not to be banned from TWL-B, then I formally propose that warbird be weakened just like every other core basing ship in the game was weakened this season, especially if a playoffs/finals contender is choosing to use a warbird in TWL-B this season. My proposal consists of some variation of decreasing the strength of a warbird bullet so that it does 50-70% of current damage, such that it cannot inflict a 1-hit kill.
    Last edited by Pressure; 03-24-2019, 07:24 PM.

  • #2
    i laughed

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    • #3
      I second this, take specials out, it ruins the purity of basing, in the most important league.
      4:cripple> everyone DOWNLOAD my cheat engine it removes .5 sec off ur respawn and adds a 3rd into regen energy link is here: www.pornhub.com/man.kills.fly.during.anal.html

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      • #4
        Originally posted by Pressure View Post
        Specials ruin basing and were banned from TWDT-B
        I'd rate this statement 4 Pinocchios.

        Specials were never banned in TWDT. In fact, Dreamwin uses them every season.

        Specials were mandatory in TWDT-B for many years, and that requirement was removed around 2012 or 2013. I think you're confusing the two.
        top 100 basers list

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        • #5
          For some reason I thought specials were banned in TWDT-B. Will edit my OP but that wasn't the main argument anyway.

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          • #6
            Originally posted by Pressure View Post
            Specials ruin basing and make competitive matches more like pub. I formally propose that specials be banned from TWL-B.

            Further, it's fascinating that TWL ops decided to completely dismantle terrier by removing greenable ports/bursts/full charges and to take away shark strength by removing 5 shrap, effectively ruining ships that some of us have played for 20 years. Core basing ships. They even chose to remove rockets from jav, which isn't played nearly as often. Yet somehow warbird has stayed exactly the same. Decisions were made to tamper with every ship that many people play on a daily basis, but chose to leave the one ship that hardly anyone plays alone.

            If specials are not to be banned from TWL-B, then I formally propose that warbird be weakened just like every other core basing ship in the game was weakened this season, especially if a playoffs/finals contender is choosing to use a warbird in TWL-B this season. My proposal consists of some variation of decreasing the strength of a warbird bullet so that it does 50-70% of current damage, such that it cannot inflict a 1-hit kill.
            Why do you care if wb does a 1 hit kill, when spider can 1 hit kill a warbird too?

            As well it's usually 4 spiders on one team and one 1 wb on the other. That's potentially up to 3 spider bullets flying from a spider at one time, so there could potentially be 8-12 spider bullets flying at a warbird that can 1 hit kill it. Though i'm actually all for 70% damage, but I would do that to Jav bombs XD... in Jav Duel.

            I never agreed with removing rockets from Jav or shrap from shark. Though the shark thing is debatable and I never really got into the pros and cons of it, so undecided really.

            I think TWL-B is boring, and I don't mean that as an insult to TW or you guys who like it. I'm just bored/find it boring, I can't change how I feel about it. I've tried.

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            • #7
              Not taking a closer look into the full potential of warbird was anoversight from our part, however your suggestions would render the ship completely useless. We are also not going to be removing specials from TWLB as they should remain as viable options for teams to use in a competitive basing match.

              What we should do is slightly lower the recharge rate as that is what makes the ship extremely annoying to deal with in a basing setting. The ship was not designed and balanced with basing in mind, and was always meant to be more of an agile fighter used in open space. Below you can see what the current recharge rates, bullet fire costs, and bullet damage for fighter ships:

              Warbird recharges 400 energy per second and starts with 1500 energy. It takes 1350 energy to fire a bullet with bullets dealing 1560 damage.
              Spider recharges 250 energy per second and starts with 1400 energy. It takes 225 energy to fire a bullet with bullets dealing 520 damage.
              Lancaster recharges 245 energy per second and starts with 1500 energy. It takes 600 or 900 energy to fire a bullet depending on multifire status with bullets dealing 1040 damage.

              When looking at these recharge rates from an objective point of view it doesn't take a genius to figure out that one of these three ships is a bit too strong in abasing setting where the primary strategy revolves around using ships with lower damage bullets paired with decent fire rate.
              • It takes between 3.375 and 3.750 seconds to fully recharge the energy depending on the starting energy value.
              • It takes exactly 1.300 seconds to fully recharge the damage taken from a spider bullet.
              • Spiders can fire bullets every 0.600 seconds, but ideally should fire bullets every 0.900 seconds to maintain optimal energy levels.
              These values assume both ships are stationary, and in most cases you need an additional bullet to kill your target:
              • It takes five consecutive hits to kill the target from full energy over the course of 2.400 seconds.
              • If you miss a bullet it require a total of six bullet hits to kill the target from full energy over the course of 3.600 seconds.
              • If you miss two bulletsit would require a total of seven bullet hits to kill the target from full energy over the course of 4.800 seconds.
              • If you miss three bullets it would require a total of eight bullet hits to kill the target from full energy over the course of 6.000 seconds.
              Theoretically speaking this ship is absolutely broken, but also requires far more skill to be properly utilized as you have to make most shots count to make a noticeable difference. Nevertheless in the hands of a skilled player it is too strong and should be slightly toned down.

              My proposal is to change the recharge rate down to 340 energy per second. This change would not ruin the identity of the ship, but would make it slightly easier to deal with in a flag room battle where its ability to tank bullets and recharge energy back in such a short amount of time is far too strong. The adjusted recharge rate would change the numbers to these:
              • It would take between 3.971 and 4.412 seconds to fully recharge the energy depending on starting energy value.
              • It would take exactly 1.530 seconds to fully recharge the damage taken from a spider bullet.
              • It would take five consecutive hits to kill the target from full energy over the course of 2.400 seconds.
              • If you miss a bullet it would take a total of five bullet hits to kill the target from full energy over the course of 3.000 seconds.
              • If you miss two bullets it would require a total of six bullet hits to kill the target from full energy over the course of 4.200 seconds.
              • If you miss three bullets it would require a total of seven bullet hits to kill the target from full energy over the course of 5.400 seconds.
              Last edited by Turban; 03-25-2019, 11:19 AM.

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              • #8
                lol @ anyone who thinks basing should be reduced to teams being forced to field a lineup of full of spiders as the most boring and repetitive role I've ever experienced in the history video games. In my opinion the focus should be re-hauling the spider and chokepoints so the gameplay isn't an arena full of people smashing control at the same area for 70% of the game timer. Don't know why people talk about nerfing 'specials' when one ship is considered so much better than the others that most people call you a troll for playing anything other than the spider.

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                • #9
                  Shouldn't be proposing ship changes after the twl season has already started, much less from an op. Wb hasn't been changed ever and has hardly ever been utilized in twlb for obvious reasons.

                  If it's that broken more people should and would use it. There's never been a line with a warbird in it win twlb in over 15 years, let's stop exaggerating.

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                  • #10
                    5 spiders all game every game every season is whack and it gets stale. i would like 2 counter pressures proposition and propose that we allow 2 or 3 specials instead of just 1. the fact that spiders are best for cramming means the use of specials is self-regulated by the dynamics of optimal gameplay... if a team can fig out how to win using specials, regardless of the fact that they wont be able to cram as well, then more power to them and they should be rewarded for executing creative and risky stratagems. this helps keep the gameplay fresh.

                    however i also agree w pressure about wb needing nerf. ideally you lower its recharge rate or bullet speed or something, but since you dont want to make the ship feel different between TWLD and TWLB, the only option is what pressure proposed - lowering its damage dealt in TWLB. 50% reduction is way too big a nerf however. it makes sense to base the reduction around the terr's energy... i tink if WB bullet did around 85-90% of a terr's total energy in dmg per bullet that'd be ideal. considering a terr has 1500 energy this would mean ~1300 energy per WB bullet... which would mean it still one shots a shark which has 1200 nrg, and nearly one shots a spid which has 1400. i think this all sounds about right.

                    but this needed to be done before season started, you cant tinker w shit in the middle of season... will have to wait till next season.

                    also pro tip regarding Dildo Schwaggins (aka Falconer) up above me ^^^ ... yall just gotta not respond to him. we have basically an identical twin to this guy in HZ who is also terrible at the game and trolls HZ forums incessantly and manages to derail almost every thread simply because people cant seem to refrain from taking the bait. plz vs silent treatment so all the shit he spews will at least stay quarantined to only his individual posts.

                    Last edited by Poseidon; 03-25-2019, 12:21 PM.


                    The Mind of the Father
                    Riding on the subtle guiders
                    Which glitter with the inflexible tracings
                    Of relentless Fire

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                    • #11
                      Originally posted by Thrill View Post
                      lol @ anyone who thinks basing should be reduced to teams being forced to field a lineup of full of spiders as the most boring and repetitive role I've ever experienced in the history video games. In my opinion the focus should be re-hauling the spider and chokepoints so the gameplay isn't an arena full of people smashing control at the same area for 70% of the game timer. Don't know why people talk about nerfing 'specials' when one ship is considered so much better than the others that most people call you a troll for playing anything other than the spider.
                      unfortunately thats never going to happen. most basers are very stubborn and have no interest in trying to evolve what is already a fun experience into something even better and more dynamic. granted, it would also take a lot of time, tinkering, and experimentation and we're talking about a competitive league here, so its low key understandable


                      The Mind of the Father
                      Riding on the subtle guiders
                      Which glitter with the inflexible tracings
                      Of relentless Fire

                      Comment


                      • #12
                        Originally posted by Turban=[LIST
                        [*]It takes between 3.375 and 3.750 seconds to fully recharge the energy depending on the starting energy value.[*]It takes exactly 1.300 seconds to fully recharge the damage taken from a spider bullet. Spiders can fire bullets every 0.600 seconds, but ideally should fire bullets every 0.900 seconds to maintain optimal energy levels.
                        So in 1.3 seconds a spider can kill a warbird with 1 shot, but in 3 seconds a warbird can kill a spider?

                        So why mess with WB settings? Once it shoots, you dodge and shoot at the same time and snipe it, and the WB dies. Incredibly easy to do. I do this 10/10 times, the timing is simple, it doesn't require a lot of skill or aim since you're a machine gun. Only thing that can stop this is when the warbird wall hides, which means they ain't gonna be shooting you.

                        Turban A decrease of recharge means you further decrease how often a wb can kill a spider and increase how often a spider can kill a WB, right now it seems balanced. The best warbirds are getting 60-50 records? How is that cry worthy? The best spiders are getting 100-70 or 70-50. Which ship is meant for base more?

                        Same three ships in base and 1 entrance is what makes base boring for me, if WB is a problem then counter it with another ship. Seems like 1 hit kill is the problem and all ships that could do this were removed from basing, except shark mines and terr burst. I don't think shrap 1 hit kills. Even with shark mines people use it sparingly because of reps.

                        If the issue is terr dying you can just make wb bullets do 1400 dmg, which instant kills a spider still. I have no sympathy for you if you're a spider or shark complaining about wb, get good, learn to time reps, learn to kill wb. If it's about getting TEKS and 1 shotting terrs, well... normally I'd just say dodge, or have your team block for you. Other than that if it's 1500 energy for a terr, you can just make WB bullets do 1400 energy, will still 1 shots spiders. Problem solved.
                        Last edited by Falconeer; 03-25-2019, 11:23 AM.

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                        • #13
                          Originally posted by Turban View Post
                          What we should do is slightly lower the recharge rate as that is what makes the ship extremely annoying to deal with in a basing setting.
                          turban.. i dont think that its okay to change the settings of a WB in such a way that the ship plays different between TWLD and TWLB, especially when there are ways to nerf the ship in TWLB that are able to maintain mechanical harmony between both leagues, such as what i proposed above


                          The Mind of the Father
                          Riding on the subtle guiders
                          Which glitter with the inflexible tracings
                          Of relentless Fire

                          Comment


                          • #14
                            Originally posted by Poseidon View Post
                            turban.. i dont think that its okay to change the settings of a WB in such a way that the ship plays different between TWLD and TWLB, especially when there are ways to nerf the ship in TWLB that are able to maintain mechanical harmony between both leagues, such as what i proposed above
                            the main strength of warbird is its ability one hit kill any ship, and removing that would render warbird completely useless as per your suggestion. however, it's a valid point that the ship would feel sightly different and play out differently.

                            as an added fun fact that many may not be aware of, Lancaster used to have slightly different ship settings in BASE, TWBD, and TWLB subarenas. this was not noticed until recently, and now we are consolidating ship settings to be identical across all three subarenas.

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                            • #15
                              Originally posted by Falconeer View Post

                              So in 1.3 seconds a spider can kill a warbird with 1 shot, but in 3 seconds a warbird can kill a spider?

                              So why mess with WB settings? Once it shoots, you dodge and shoot at the same time and snipe it, and the WB dies. Incredibly easy to do. I do this 10/10 times, the timing is simple, it doesn't require a lot of skill or aim since you're a machine gun. Only thing that can stop this is when the warbird wall hides, which means they ain't gonna be shooting you.
                              See above my edited comment about numbers how long it takes to kill a warbird right now.

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