allthough removing the safes and making lev attach bty 40 would ease the LT problem slightly it would probably still be a big problem as the people who like to get btys of 1000 in levs showalot of patience and i'm sure they would get to a remote part ofthe map pm co ords to their terr who owuld change freqs and feed them 8 times then destroy base.
i still think why not just make them unable to attach if you don't want to tone down their massive bombs ....
Originally posted by Dr. Snyder
What gets me is why no one ever bothers bitching about shark mining in pure pubs... I mean I understand not alot of people do it, but its so much easier than lting, you can get similar bounties and because of lag mines you are often able to get 10 kills before needing new mines.
Maybe we could increase the turret penalties for thrust and speed... I know asss allows this feature.
so many different ways to be lame and thats what makes tw fun and interesting.
lame as it is, there is allready a solution to this, there are 2 side entrances, if the main tube is mined up you can take these.
if a lev terr starts to blow the shit out of base, its alot harder to do something about it than take a detour to base
This thread should just be closed at this point I can actually say i've read every post and the majority of them are just arguments (that make no difference) between izor and the basing community.
Let me explain something to you izor, this zone was designed around basing. This is why people are concentrating on fixing the basing aspect of the game. No one is trying to shit on dueling, but you are basically trying to debate the importance of basing. And guess what, none of your posts have been constructive; every single post has been a reply to someone else, to which someone replies to, to which you reply to, but no one ever really says anything.
I get it, you're trying to represent for the dueling community in this thread. But let me also remind you: players who primarily warbird are not spending their time in pub. They are in elim or twdd; and i'd argue that the majority of duelers have a 0:0 rec in pub. In my opinion the map that should be made should more or less leave the lower portion of the map alone, but regardless of changes, you're still gonna be able to spawn, oh i'm sorry, duel.
Now, moot, I'm sorry but you sucessfully created one of the shittiest maps i've ever seen. I would be embarrassed if that became the pub map. (I'm aware it's only a beta map.) Heres what needs to be fixed:
1) Bring the astroid belt back to it's original size.
2) Put back the arms that acted as a choke point for the entrance to the basing area.
3) The special tiles around the flagroom absolutly NEED to go. These tiles will slove the levi issue, but there are better ways. By putting the special tiles around the flagroom, you make the arena less newbie friendly and add an entirly new layer of gameplay. These tiles are special tiles that have never really been introduced to the community and rarly even appear in subarenas. I went to altpub today and was testing the side walls and 2 people already asked me "what's up wirth the walls." Also, you can't even bounce a bomb off the walls around the flagroom in jav. These tiles are just bad news. Please, if you're trying to block that part off, create the sheild I proposed on page .... 2 or 3?.
I'm happy with the idea of one safe, and hell the courtyard idea even worked. But I think you guys forgot something, it's the pub arena, there will be 30 people spawning into the bottom. If you leave the arena it's current size, it will be spawn fest.
Vehicle> ?help Will the division's be decided as well today?
Message has been sent to online moderators
2:BLeeN> veh yes
(Overstrand)>no
2:Vehicle> (Overstrand)>no
2:BLeeN> ok then no
:Overstrand:2:Bleen> veh yes
(Overstrand)>oh...then yes
The new altpub looks good. I was skeptical, but I'm willing to give that one a go. I suspect the spawn zone will need to be bigger, and it might be nice to have more dueling space, and theres a clear lev shot from the safe all the way up to the midbase at the moment, but that can be fixed easily.
I'm willing to give this a go for a few days and see how it plays. Just don't force me to do timed games
As an alternative to this, please reconsider fatbase. The double walls of fatbase make LTs much less effective, as does the "vegetation" around the top of the base. (It seems like the current fatbase map is different from the original one?)
LEM
DinkyKitty.com - news, reviews and articles of a techy nature
wouldnt a much simplier way of sorting out an LT would be to set the bty at which an lev can attach to something nuts like 50? - would take too long to green then
5:ZeUs!!> http://www.mikejeapes.twzone.net/images2/me_title.JPG
5:sexy wooden spoon> when did u erm, win the title?
5:ZeUs!!> yeah im a black man
5:ZeUs!!> i won it back in 98 when i absolutely battered Evander Holyfield
5:Superted> you look a lot whiter in your drinking pics
5:ZeUs!!> i mullered him
5:sexy wooden spoon> did u bite his ear?
5:ZeUs!!> I bit his whole fucking head off
5:ZeUs!!> he needed 56 stitches after that
If we are still looking from a "top down" perspective, maybe we need to consider TW in context with the subspace community when it was first created. When TW settings and map were first created there were plenty of SVS zones around, and TW was something a bit different. People who came to TW usually knew how to play from one of the more popular zones, and came to TW for dedicated basing.
TW is now the premier zone for SS, and since it has the highest pop its the one where new players are likely to go first. News players can't be expected to know how to play SS or how to base, so maybe we need to consider this fact when looking at what may be the first arena of the first zone a new player enters?
LEM
DinkyKitty.com - news, reviews and articles of a techy nature
If we want new players to base, why don't we actually tell them thats what they are expected to do?
When I first started playing, the news.txt (which amounts to a players introduction to the zone) contained a description of the point of the zone (hold the flag), the reason for doing so (get more points if you do) and how to do it (along with a cute description of what the ships were for - warbird=sniper, jav=grenadier, spider=machine gun, lev=heavy artillery, lanc=shotgun etc etc).
If we don't tell new players what they are expected to do in the zone, how will they know to do anything except fly around in spawn zone killing people?
Can we pop that description back into the news (doesn't have to be at the top, but somewhere)? Who knows, it might even remind some "veteran" players what they should be doing as well! :P
LEM
DinkyKitty.com - news, reviews and articles of a techy nature
Who cares if Basing is originally the intent of the zones creators, players have made other things in Trench Wars just a prominent. Dueling has gone far beyond a relatively small sub-culture in Trench Wars and that isn't going to change.
Oh wow fail harder, ?go elim ?go duel ?go wbduel ?go deathmatch ?go #absdfdfbsd and sent the name to a friend, there are just too many fucking other places the 'dueling culture' can get the fuck out to instead of using it as an excuse to keep pubs shitty or even worse by removing pures.
And for Wark's post, if the zone has indeed strayed from its basing roots then that only shows how important it is that basing does get supported. I think that your and Izor's fears that dueling will be greatly diminished by these changes are greatly exaggerated and little more than fear-mongering.
You are correct, Izor has been doing nothing more than trolling this thread, the same shit he does in any other thread, the guy is never serious or even begins to think about what he is talking about, so of course I would have thought that those in control of the situation would not even share anything remotely similar to what his 'view' is.
As a levi user, I'll make sure to find new spots to ruin basing..
HAY GUYZ LETS REINSTATE LEVS, SURELY THOSE TWO PUBS THAT ARE FULL NOW WON'T BE AS EMPTY AND AS SHIT AS THE LOWER ONES THE SECOND YOU DO.
After all, who the fuck needs a total of 72 players being able to play basing when we have ?go base where you can get an obviously bigger total of 16.
What gets me is why no one ever bothers bitching about shark mining in pure pubs... I mean I understand not alot of people do it, but its so much easier than lting, you can get similar bounties and because of lag mines you are often able to get 10 kills before needing new mines.
Because it is too easy to attach past the tube.
Maybe we could increase the turret penalties for thrust and speed... I know asss allows this feature.
To my knowledge TW does not use that subgame and most likely never will.
so many different ways to be lame and thats what makes tw fun and interesting.
I think the asteroid belt should be widened too. The new arms already create a bit of claustrophobia, and I'm not sure how a full arena will work in such tight spaces.
I was in the new map with Chao and Moot last night and discussed some suggestions. Those arms will not be completely closed but will have entrances, both on the inside and the outside walls. This will make it possible for people to go outside the courtyard without having to fly all the way around the bottom. There were also thoughts about replacing the safe with two smaller ones outside the arms. I suggested having some small walls with sniper holes in the space between the ends of the arms, much like the horizontal wall that was below the base in the old map. People seem to like firing through sniper holes.
The arms will probably get tweaked a bit to create more space. I suggested lengthening the vertical segments of the walls and adjusting the "curve" of the arms so it doesn't feel as tight at the bottom.
I liked the two new entrances to the midbase in the lower towers.
One thing I noticed about the special tiles around the flag room was how it changed the role of that single block above the gap in the roof. Because the walls of the flag room zap levi bombs, levis can actually do more damage by aiming for that block instead of aiming for the wall. This opens up some intriguing possibilities. As I said to Chao and Moot last night: "instead of trying to hit the broad side of a barn, levis will be better off trying to hit the mailbox outside". I don't know how to best use the theory, but it could be a way to make levis have to use more skill and aim at a smaller target instead of a wide wall. Plus it could mean effectively lowering the damage radius effect on the flag room by placing ground zero a few tiles away from the wall, creating something like a damage buffer.
Plus it could mean effectively lowering the damage radius effect on the flag room by placing ground zero a few tiles away from the wall, creating something like a damage buffer.
See fatbase with its double-skinned walls - LTs might get some kills if someone was hiding in the outer wall of fatbase, but its not easy to kill and entire freq as it is with the present base.
I'm still gunning for fatbase - I loved it when it was the pub map for a week, and I still think its one of the best basing maps, the midbase battles are awesome, and theres a lot of scope for playing outside with stealthed weasels and combating LTs that way.
Its also a known value to a lot of Trenchers, who have played hosted games in it, so as a "devil you know" proposition it might be more popular than the altpub map.
LEM
DinkyKitty.com - news, reviews and articles of a techy nature
See fatbase with its double-skinned walls - LTs might get some kills if someone was hiding in the outer wall of fatbase, but its not easy to kill and entire freq as it is with the present base.
The difference though is a single block instead of a whole wall. It would require a bit of aim, for one thing.
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