Sharks are annoying but not game breaking. in smaller games peer pressure can often persuade players to change from shark to another ship. 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.
Sometimes you have to be careful what you wish for.
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Originally posted by Subspacer2001 View PostAnyone with a brain can probably understand that sharks can easily ruin the remainings of the fun in pub, specially when theres not many playing. The bigger games ends almost every time to one team having like 5 sharks repping on flag which is completely ridiculous and shameful ending for a long intense fr battle.
Here is some of the problems:
- Used much only for trolling purposes.
- Too easy to win with, too abusable.
- Everything getting repped makes it kinda frustrating.
- Random explosions caused by reps.
- Random repped bullets, bursts etc.
- Random shraps. Repped shraps.
- Causing random non-skill related chaos in fr.
- Forcing you to shark, shark or lose = snowball effect.
- OP shrap. Too ez to buy or green up more shraps.
- Emps. Emps after emps. Emps on attaches.
- Deaths on attaches caused by reps and mines, explosions etc.
- Looks ugly and is terrible to play with.
- Most who plays with it seem to be somehow retarded and annoying personalities.
- Reason for death of twd basing because no one wants to play with it.
All this shit could be prevented by locking sharks until teams are big enough and progressively allowing 1 shark per team when teams are 8vs8, 2 per team when its 16vs16 and so forth.
BTW.. Old lev or LT's were never a problem. Problem was sharks protecting them and incapable crybabies who dont have enough skills to kill them and avoid their bombs.
BTW2. Powered ball causes a lot more damage and tks than old lev. Much of this is caused by (again) sharks reps and mines. Ballpower should def be buyblockable and last a lot shorter time.
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Originally posted by renzi View Post
Who would have ever guessed that developers of a ship with reps in a basing/flag room strategy game intended for it to be used to rep inside the base for flag room strategy games? I am shooketh
It was probably made for mining main tube and goofing around in midbase etc. Not having 4-6+ of them attach-camping on flag making a practically inpenetrable wall of reps. It also was made before 8vs8 leagues and before ppl made custom keys and optimized cheat gfx for it.
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Originally posted by Subspacer2001 View Post
Nope, it's not me who is messing with them. Developers probably never intended or imagined that sharks are going to be used like this.
Bla bla
Creators of SSCU Trench Wars didn't design things like attachmode or ballpower, which you can't !buyblock, which both last for 30 mins.
They have fast moving, one-hit kill shraps which shoots in multiple directions and an option to attach each other.
Well, in my view there is something wrong if sharks can literally kill the game and make ppl stop playing. And that indeed happens almost every time when i play pub..Do you even pub bro?
Fundamentals of TW are already quite badly messed. Terrier, the anchor ship in basing, is basically useless now and the new leviathan is a fkn joke. Not to mention weasels which can't cloak or even stealth anymore.
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Originally posted by paradise! View PostSo 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 c.
Creators of SSCU Trench Wars didn't design things like attachmode or ballpower, which you can't !buyblock, which both last for 30 mins.
Sharks cannot bullet and can launch a slow moving bomb
You should reconsider how you view this game.
Do not mess with the fundamentals of the game.
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Originally posted by Subspacer2001 View PostAnyone with a brain can probably understand that sharks can easily ruin the remainings of the fun in pub, specially when theres not many playing. The bigger games ends almost every time to one team having like 5 sharks repping on flag which is completely ridiculous and shameful ending for a long intense fr battle.
Here is some of the problems:
- Used much only for trolling purposes.
- Too easy to win with, too abusable.
- Everything getting repped makes it kinda frustrating.
- Random explosions caused by reps.
- Random repped bullets, bursts etc.
- Random shraps. Repped shraps.
- Causing random non-skill related chaos in fr.
- Forcing you to shark, shark or lose = snowball effect.
- OP shrap. Too ez to buy or green up more shraps.
- Emps. Emps after emps. Emps on attaches.
- Deaths on attaches caused by reps and mines, explosions etc.
- Looks ugly and is terrible to play with.
- Most who plays with it seem to be somehow retarded and annoying personalities.
- Reason for death of twd basing because no one wants to play with it.
All this shit could be prevented by locking sharks until teams are big enough and progressively allowing 1 shark per team when teams are 8vs8, 2 per team when its 16vs16 and so forth.
BTW.. Old lev or LT's were never a problem. Problem was sharks protecting them and incapable crybabies who dont have enough skills to kill them and avoid their bombs.
BTW2. Powered ball causes a lot more damage and tks than old lev. Much of this is caused by (again) sharks reps and mines. Ballpower should def be buyblockable and last a lot shorter time.
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
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Yesterday a 30+ mins 12vs12 game was ended by a bunch of sharks repping everyone and everything away from flag. Reducing the game into a 4vs4. After that pub was pretty much dead rest of the night (saturday night). It was fun and growing until like half of the teams started, or was forced to shark. Speaking of growing, there should be one more size bigger fr. Games could reach even 20vs20 if sharks were limited.
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Agree with much of this ^. The issue in Pub is there are too many fast-moving ships who have repels. It isn't only the sharks. .you have weasles and levs too with repels who all can rebuy or collect repel greens to stock back ups. It literally becomes a fight where up to 50% of players have reps which is absurd lol. It's hilarious if you think about it.. in a bad way .. Pub is meant to be fun but if the quality of the competition is completely broken during basing games because of reps, it should be fixed.. and it is broken.
We need shark limits and lev and weasles imo should lose all reps in their current state. Old levs were slow and ALWAYS spawned below bar outside of base so it wasn't ruining basing like this. Weasle as I remember had ZERO trajectory on the single lil white bullet it shot. it was like a bullet mine lol. These ships are too op now. Also limit sharks to max 3 with completely full games say over 12 vs 12 and allow 2 sharks only for 8 vs 8 to 11 vs 11 games and allow 1 shark for 7 vs 7 and under.
In general reps are the most broken feature in this game because there are like 4 separate realities that take place when bombs, mines bullets and shrap are repelled. Nothing like having 8 bombs repped and one guy dodges on his connection but the server rules it as an eat so everyone around him dies. It's hilarious how the game dynamics work when it comes to death by repel. Weird weird stuff and it has always seemed awful to me lol.
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The shark problem
Anyone with a brain can probably understand that sharks can easily ruin the remainings of the fun in pub, specially when theres not many playing. The bigger games ends almost every time to one team having like 5 sharks repping on flag which is completely ridiculous and shameful ending for a long intense fr battle.
Here is some of the problems:
- Used much only for trolling purposes.
- Too easy to win with, too abusable.
- Everything getting repped makes it kinda frustrating.
- Random explosions caused by reps.
- Random repped bullets, bursts etc.
- Random shraps. Repped shraps.
- Causing random non-skill related chaos in fr.
- Forcing you to shark, shark or lose = snowball effect.
- OP shrap. Too ez to buy or green up more shraps.
- Emps. Emps after emps. Emps on attaches.
- Deaths on attaches caused by reps and mines, explosions etc.
- Looks ugly and is terrible to play with.
- Most who plays with it seem to be somehow retarded and annoying personalities.
- Reason for death of twd basing because no one wants to play with it.
All this shit could be prevented by locking sharks until teams are big enough and progressively allowing 1 shark per team when teams are 8vs8, 2 per team when its 16vs16 and so forth.
BTW.. Old lev or LT's were never a problem. Problem was sharks protecting them and incapable crybabies who dont have enough skills to kill them and avoid their bombs.
BTW2. Powered ball causes a lot more damage and tks than old lev. Much of this is caused by (again) sharks reps and mines. Ballpower should def be buyblockable and last a lot shorter time.Tags: None
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