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  • damageinc86
    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
    Exactly. The OG Trenchwars is the only zone I ever truly got into. All the others were wild and insane with just too much shit happening all the time. It was overload. Trenchwars was a bit slower paced, with phenomenal trade-offs of ship attributes. Shouldn't ever mess with those.

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  • Soldier13
    replied
    shark is part of the game, am not certain how to address that = there should be some staff discussion weather players get that or not uncertain

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  • Viruk
    replied
    Maybe the costs of game-changing modes should increase with number of active pub-freq players.

    Perhaps we could alter the mine duration more dynamically too.

    I would also like to see all mine damage not affected by the powerball and have a purepub option to remove the powerball power-up for a duration.

    Possibly even have a mode that would double TK taxes and halve tolerance for TKs - this would be very useful with a lot of repped mines and bombs about.

    I thought part of the purpose of pub was to let you learn/practice the ships used in leagues which would make basic changes to these ships a bad idea.

    Leave a comment:


  • godisdead
    replied
    Originally posted by Subspacer2001 View Post
    With bigger teams attachmode is not needed and turns game into a mess. There is ship 5 which you can attach to.
    Quite often no one wants to play ship 5, or suddenly a teams terrier may leave the game (meaning no one can attach into base).

    This is why attachmode is so often purchased by someone wanting to keep the game going, quite often the game can quickly break up and dissipate without it.

    Its a great addition to the game and it's a shame no one thought of it earlier.

    Leave a comment:


  • Subspacer2001
    replied
    Originally posted by godisdead View Post
    I and many other like the new settings. Attach mode keeps even small games alive and not having to travel up from deepest subspace after each death is a welcome change. The weasel is better and the levs doesn't ruin games. The settings are about right as they are.
    Attachmode may be good sometimes until like max 4vs4 teams, depending of which ships are being used. With bigger teams attachmode is not needed and turns game into a mess. There is ship 5 which you can attach to.

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  • godisdead
    replied
    I and many other like the new settings. Attach mode keeps even small games alive and not having to travel up from deepest subspace after each death is a welcome change. The weasel is better and the levs doesn't ruin games. The settings are about right as they are.

    Leave a comment:


  • Subspacer2001
    replied
    Originally posted by Cape View Post
    I haven't read if someone suggested this or not: Can we make the Shark mines and bombs do 80% damage, or random, instead of full? Shark is slightly OP for pub.
    The limit system I suggested would solve everything. IMO they shouldn't have ever changed any settings, they we're just fine from the beginning. Original settings and original map, that is.. or was Trenchwars for me.

    Leave a comment:


  • Cape
    replied
    I haven't read if someone suggested this or not: Can we make the Shark mines and bombs do 80% damage, or random, instead of full? Shark is slightly OP for pub.

    Leave a comment:


  • Subspacer2001
    replied
    Originally posted by godisdead View Post

    I'm only interested in constructive arguments so I'm going to leave it here. The points have been made on both sides so thank you for your contributions, at least the earlier ones.

    Thanks for participating.

    I understand that it can be hard for a shark player to accept the reality and the actual facts that I stated in the first post of this topic. Maybe you should step out of your comfort zone and start learning to play and win games with some other ships than shark.

    Have a nice day.

    Leave a comment:


  • godisdead
    replied
    Originally posted by Subspacer2001 View Post
    My only assumption was that you're a typical trollish, self centered shark player and looks like I was right..
    I'm only interested in constructive arguments so I'm going to leave it here. The points have been made on both sides so thank you for your contributions, at least the earlier ones.

    Leave a comment:


  • cubone
    replied
    Originally posted by Subspacer2001 View Post

    Blah
    Does the 2001 in your name represent how many braincells I lost reading this whole thread?

    Leave a comment:


  • Subspacer2001
    replied
    Originally posted by godisdead View Post

    Wrong on all counts and i think this reveals your problem with your other arguments, you are making assumptions based on false premise.
    All my arguments are based on facts and 25 years of experience playing TW. My only assumption was that you're a typical trollish, self centered shark player and looks like I was right.

    Its important to take an objective view when considering ship wide changes and consider the positions of other people,
    That's exactly what im doing here. A few sharks can ruin the fun for 10 other players. Please read and comprehend my first post of this topic.

    not just improving the game for what seems to be your own benefit
    How am i trying to benefit? How would i benefit? I dont care about rec. Im just pointing out obvious faults and imbalances in the game.

    due to a handful of bad experiences when you struggled against sharks.
    When you struggle against fighter ships you start using shark because theres no other way you can win.

    Most people enjoy the challenge of one of two sharks,..]Furthermore everyone except yourself seems to enjoy sharks whether its one two or three.
    And this guy blames me for assumptions and false premises.

    and in a small game
    Please read and comprehend my first post of this topic.

    as I have explained they can be defeated with a number of strategies as I detailed earlier.
    I have invalidated all your unrealistic strategies and delusional arguments. Please read and comprehend my previous replies.


    . I have even seen 4 sharks v 4 sharks which is great fun, if you are ever lucky enough to experience that.
    It's maybe fun for you but the rest 7 had to shark to counter you and the others that you forced to use shark. And they probably didn't really enjoy it at all.

    Please read and comprehend my first post of this topic.

    Leave a comment:


  • godisdead
    replied
    Originally posted by Subspacer2001 View Post
    Either you don't really play pub or you're one of those who don't notice that teams are uneven, you in the bigger team with all the sharks. And say gg after..
    Wrong on all counts and i think this reveals your problem with your other arguments, you are making assumptions based on false premise.

    Its important to take an objective view when considering ship wide changes and consider the positions of other people, not just improving the game for what seems to be your own benefit due to a handful of bad experiences when you struggled against sharks.

    Most people enjoy the challenge of one of two sharks, and in a small game as I have explained they can be defeated with a number of strategies as I detailed earlier. Furthermore everyone except yourself seems to enjoy sharks whether its one two or three. I have even seen 4 sharks v 4 sharks which is great fun, if you are ever lucky enough to experience that.

    Leave a comment:


  • Subspacer2001
    replied
    Originally posted by godisdead View Post
    Reps are not unlimited
    They basically are unlimited with attachmode.

    and more often than not when there are two friendly sharks one will mine, opening the door for an easy team kill with a rep or ram.
    Usually no one is getting close enough to use them. And also, here comes the "forced to shark" -problem i mentioned.

    With a limit system I suggested this wouldn't happen.

    For the few/occasional times when sharks do win the game with reps this is as intended,
    It's not occasional, it's like a norm.

    With a limit system I suggested this wouldn't happen.

    just as some games are won with a team of efficient spiders with attach mode.
    It's very rare to have enough shooters to penetrate all those reps. And usually it's the bigger team that have more sharks which makes it even more fk'd.

    With a limit system I suggested this wouldn't happen.

    The only difference is the ship technology
    Yeah difference is sharks ship technology. When the amount of them is not limited, it is what causes the problems i have mentioned.

    With a limit system I suggested this wouldn't happen.

    the outcomes are much the same one way or the other..
    Outcome is that too many sharks kills the game.

    With a limit system I suggested this wouldn't happen.


    Either you don't really play pub or you're one of those who don't notice that teams are uneven, you in the bigger team with all the sharks. And say gg after.

    With a limit system I suggested this wouldn't happen.

    Leave a comment:


  • godisdead
    replied
    Originally posted by Subspacer2001 View Post
    How do you adapt to a scenario where there are 4 or more sharks constantly attach-repping on flag?
    Reps are not unlimited and more often than not when there are two friendly sharks one will mine, opening the door for an easy team kill with a rep or ram.

    For the few/occasional times when sharks do win the game with reps this is as intended, just as some games are won with a team of efficient spiders with attach mode. The only difference is the ship technology, the outcomes are much the same one way or the other..

    Leave a comment:

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