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  • Subspacer2001
    replied
    Originally posted by PH View Post
    i said water u fkin waring ass hole

    dont make me repeat my self
    Already did haha

    water fk r u even talkin about?

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  • PH
    replied
    i said water u fkin waring ass hole

    dont make me repeat my self

    Leave a comment:


  • Subspacer2001
    replied
    Originally posted by Omega Red View Post
    when at the last 10 seconds on flag or so, the smarter players will swap to shark to protect flag on that last little stretch.
    Basically impossible to claim flag at that point even if your whole team switched to sharks. With my suggested limit system that would be a bit more possible.

    A team can't win with just sharks.
    Actually that is possible with attachmode. Many wins happens 90-100% with basically just sharks.

    It sucks to lose but you lost when you couldn't touch the flag 1 time 2 minutes before that,
    Yeah but team is just bad or uneven in that case.

    or you even lost before that when 1 jav idiot tked your entire team on entrance.
    Those are easy to predict and not really a problem. Let them bomb and then try to get in.

    Other than that, all your other points are just your personal opinion on what makes the game fun for you or what is "random", when in reality there are a lot of things that happen in a game that you don't expect but they are not random. Sharp is predictable, a well timed rep is predictable, a moron missing and tking you is expected.
    It's not a personal opinion that sharks kill games, specially when low population. It's a fact.

    Most of what i described as random are random. You can't predict DOA's or emps on attaches unless you're not seeing what's happening near the guy you're attaching. In big games most DOA's and EOA's happens from near mines or repped bombs explosions. Bullets etc. shooting from various angles which are getting repped or doublerepped from various angles are basically impossible to predict, AKA random. All this happens because of too many sharks and when attachmode is on.

    In the end you have to adapt to the scenario and switch ships if it calls for it.
    How do you adapt to a scenario where there are 4 or more sharks constantly attach-repping on flag?

    I understand if you don't want to switch to spider to negate sharks like someone else mention in the thread, but that is on you, not on sharks.
    I play 99% with fighter ships. And again.. how do you negate multiple sharks with few fighters who are dying on firsts seconds after they attached someone? You're not really being realistic in your claims.


    Also the pub dies down every time huge games end regardless if sharks "ruined" the ending or not. Unless there is a huge festival it usually dies down and people spec for whatever reason.
    It dies more after sharks have frustrated everyone enough. Another reason for that is attachmode which makes the rounds last forever. Games without sharks can last many rounds with almost same size teams.



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  • Omega Red
    replied
    Alright I'll bite lol.

    I agree with your point on how sharks can greatly affect a game ending when at the last 10 seconds on flag or so, the smarter players will swap to shark to protect flag on that last little stretch. Any time before that though, you will not see that strategy in play because it won't work. A team can't win with just sharks.

    It sucks to lose but you lost when you couldn't touch the flag 1 time 2 minutes before that, or you even lost before that when 1 jav idiot tked your entire team on entrance.

    Other than that, all your other points are just your personal opinion on what makes the game fun for you or what is "random", when in reality there are a lot of things that happen in a game that you don't expect but they are not random. Sharp is predictable, a well timed rep is predictable, a moron missing and tking you is expected.

    In the end you have to adapt to the scenario and switch ships if it calls for it. It is a game after all and not your personal sandbox. I understand if you don't want to switch to spider to negate sharks like someone else mention in the thread, but that is on you, not on sharks.

    Also the pub dies down every time huge games end regardless if sharks "ruined" the ending or not. Unless there is a huge festival it usually dies down and people spec for whatever reason.



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  • Subspacer2001
    replied
    Originally posted by oDer View Post
    whine less
    shark less

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  • Subspacer2001
    replied
    Originally posted by god is dead View Post
    Another problem is introducing micro rules like this one suggested for sharks is that it confuses new players
    The "rule" im suggesting is very simple to understand and there is really nothing confusing about it. Besides a new player wouldn't even know how the game was before.


    new players are ultimately the life blood of this game (like it or not).
    Yeah and they shouldn't be repelled away from this game.


    With each action like this you lose a handful of players.
    Look at pub. It's more and more dead every year and sharks killing the games def not helping it. It still got potential to grow, it just needs some little fixes.


    And as has been pointed out this rule seems to have been tried and rejected as a failure.
    As I said, it's different now with attachmode and ballpower. Attachmode should not be available in bigger games.

    So lets press on with sharks as they are and put our efforts into attracting new players,
    Lmao

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  • cubone
    replied
    Originally posted by god is dead View Post
    Another problem is introducing micro rules like this one suggested for sharks is that it confuses new players, and new players are ultimately the life blood of this game (like it or not).

    And he last thing you want to do is to introduce this type of rule and then withdrawal it. With each action like this you lose a handful of players. And as has been pointed out this rule seems to have been tried and rejected as a failure.

    So lets press on with sharks as they are and put our efforts into attracting new players, not fine tuning ships to suit existing players.
    lol "new players"

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  • god is dead
    replied
    Another problem is introducing micro rules like this one suggested for sharks is that it confuses new players, and new players are ultimately the life blood of this game (like it or not).

    And he last thing you want to do is to introduce this type of rule and then withdrawal it. With each action like this you lose a handful of players. And as has been pointed out this rule seems to have been tried and rejected as a failure.

    So lets press on with sharks as they are and put our efforts into attracting new players, not fine tuning ships to suit existing players.

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  • oDer
    replied
    whine less

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  • Beast
    replied
    Originally posted by paradise! View Post

    So you're sort of messing with the inherent checks of the game at this point as the developers intended.

    Creators of SSCU Trench wars designed the zone and watched it flourish as a result of the inherent balance of strengths and weaknesses for each ship. Each ship has its strength and weaknesses which can be accentuated based on where you are.

    Outside of the base, sharks are nearly useless and most ships can overpower them. Spawn, lower base, midbase area, etc. Inside the actual flagroom is where they have are the most powerful. However, even then they are still vulnerable. Sharks cannot bullet and can launch a slow moving bomb only in ideal circumstances (strictly full energy). A shark's primary foe in the flagroom is the spider. Someone shooting strong bullets at them at a rapid rate requiring them to use reps. You should reconsider how you view this game.

    Do not lock sharks. Do not mess with the fundamentals of the game. And if all else fails and you're absolutely unable to continue...you have an actual bailout strategy that has worked for many: you can shove it up ur dikhole bud

    thanks! Haha See you in the Trenches ! :-O) (honk honk). Tickle me I Smile
    Already happened with the lev change.

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  • Subspacer2001
    replied
    Originally posted by Rab View Post
    The "put limits on sharks" thing was done before. Obvs it wasn't good enough to become permanent.
    Maybe they should reconsider it. It's kind of a new game now with attachmode and ballpower.

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  • Subspacer2001
    replied
    Originally posted by god is dead View Post

    But I am sure you have also seen thousands of great games with sharks that arent 15 v 15 as well.
    1:1000 maybe.


    Sometimes sharks are more annoying than other times, one of these times would be only if one side has a shark in a small game.
    That wouldn't be a problem in a limit system i suggested.


    However don't forget there are still routes into base, for example with a weasel, or just a straightforward ram, or even lagging through mines - and doesn't ship 6 has a repel as well?
    Show me a route through 3 or more sharks repping on flag when attachmode is on and it is basically always on.


    A further worry is that if you say put in this limit of sharks then I think you will see MORE sharks in smaller games because teams might look to max out their shark limit.
    That wouldn't be a problem in a limit system i suggested.



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  • Rab
    replied
    The "put limits on sharks" thing was done before. Obvs it wasn't good enough to become permanent.

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  • god is dead
    replied
    Originally posted by Subspacer2001 View Post
    They definitely are game breaking. I have seen this happening 1000's of times.
    .
    But I am sure you have also seen thousands of great games with sharks that arent 15 v 15 as well.

    Sometimes sharks are more annoying than other times, one of these times would be only if one side has a shark in a small game.

    However don't forget there are still routes into base, for example with a weasel, or just a straightforward ram, or even lagging through mines - and doesn't ship 6 has a repel as well?

    Originally posted by Subspacer2001 View Post
    Usually its the opposite. One shark makes just more ppl to shark. In smaller games sharks are not needed and are just an unnecessary burden / annoyance.
    .
    Putting limits on sharks will feel like a rule change to punish all because of one or two shark addicts

    A further worry is that if you say put in this limit of sharks then I think you will see MORE sharks in smaller games because teams might look to max out their shark limit.

    This is why I say, be careful what you wish for.
    Last edited by god is dead; 02-02-2024, 06:32 PM.

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  • Subspacer2001
    replied
    Originally posted by god is dead View Post
    Sharks are annoying but not game breaking.
    They definitely are game breaking. I have seen this happening 1000's of times.


    in smaller games peer pressure can often persuade players to change from shark to another ship.
    Usually its the opposite. One shark makes just more ppl to shark. In smaller games sharks are not needed and are just an unnecessary burden / annoyance.


    bringing in a new rule just for sharks might cause other problems, if the team has a bad shark for example it might annoy other team members who think they could do better.
    Not really a problem. You can ram the few mines at entrance or flag. You can win games without sharks. Ofc this depends how many enemy sharks there are. As i said in the first post, its too many sharks what causes the problems.


    Sometimes you have to be careful what you wish for.
    Not in this case.

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