BATTLE 4 ENDED: Intergalactic Planetary, Inc. gains control of the sector after 69:43. Score: 0 [ |== ] 1
I think 70 minutes is way too long. It got pretty monotone after a while and it kept going on and on..... then one terrier lagged out and that was it for the game. Anyway, I think the games shouldn't take this long. It was actually like 12v16 or 12v17 for quite some time and the other team just couldn't win no matter what.
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you realize you just said spiders are overpowered?Originally posted by Joku Ugo View PostLancs feel overpowered now, ... I have no trouble killing other spiders or most other ships regardless of their rank
anyway I agree with you that the lancs might be slightly overpowered. They are really strong but keep in mind that it is a special unlock... well I don't know exactly what that means or how you will get it hopefully it will be one of the last ships unlocked and will be fighting ships well above it with out the RP multiplier... its a tough call for me. you want it powerful enough that it could draw people to it from the ships they were levelling before but not to powerful that its a no brainer... maybe lower the % of times leech fires, but have to be careful cause before leech it was a pain to play
maybe increase firing delay? or maybe just multi's delay making that if you want to have multi off and aim your shots you can shot more often. These are random ideas just firing them off
also another possibility is to make leech and multi mutually excusive I don't know whether that would even the playing field or not… comments appreciated
2kill
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I noticed something similar although I was too busy to estimate the numbers.This one didnt work quite as I think you meant it to work. I got full charges approximately once every 10 seconds (sometimes 2-3 in a row) and I didnt see terrs die even nearly that much
Seems a little overpowered to me if this all happened quickly with little time to recharge. Could be explained by missed shots triggering a leech after killing someone else or these full charges mentioned above I suppose. Perhaps we can test it in one of the next games?They can miss me, then I shoot and hit three times, and they still have energy to shoot and kill me. That was all too common.
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Lancs feel overpowered now, judging from playing against them as a spider and looking at their recs. And I mean lancs with rank around mine or even lower. They can miss me, then I shoot and hit three times, and they still have energy to shoot and kill me. That was all too common. I don't see why a ship that requires no aim has to be so powerful; You'd think it should be weak because of the multi. I have no trouble killing other spiders or most other ships regardless of their rank (with the exception of very fast ones - but that's understandable).
</cry>
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This one didnt work quite as I think you meant it to work. I got full charges approximately once every 10 seconds (sometimes 2-3 in a row) and I didnt see terrs die even nearly that much. At times I was able to lob multiple bombs in a row without running out of energy. There is couple of second a delay after shooting a bomb before being able to shoot another one, though, so I couldnt single-handedly wipe the whole enemy team. Anyway, too many fc's were prized.Originally posted by gdugwyler View Post[*]Added Last Breath ability for Terriers. This is an automatic (free) upgrade that activates on Terrs above rank 30 who have no Escape Pod upgrades. When the Terr with Last Breath dies in a flagroom, the ability provides a chance of giving a full charge to all teammates in the same flagroom. The initial chance is 50%, increasing 1% per every rank above 30, up to 100% at rank 80. It's all or nothing, so either it fires and all players in the FR receive full charge, or none will. I think this provides an interesting alternative to buying Escape Pod, while not encouraging too much suicide, as the terr needs to be in the FR for it to fire. If it seems too powerful the initial chance of fire may need to be adjusted.
Still didnt work. We lost but got the victory award (yay).Originally posted by gdugwyler View Post[*]Frequency of army with sector hold now displayed in hold message, to troubleshoot a problem where the losing freq was given the win reward in 1 flag game. Oops.
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I haven't mentioned my problem with it but I couldn't get it to work I try a bunch of different ways of interpretation it but it didn't work for me so I just ‘ctrled’ on the terrsOriginally posted by gdugwyler View Post- Effort made to correct various issues with Ops, such as being docked properly, and being set as idle (for example, using !help will now reset the Ops' idle counter). By the way, can't remember, did someone say there was an issue with the navigation controls -- the ,# command?
ya your right but I did say ship settings :/ but I'm sorry I didn't make that more clear.there's many aspects of this game that could be 'distended'
2kill
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there's many aspects of this game that could be 'distended'Originally posted by gdugwyler View PostIf you know what the word means, and you understand the basic concept of the game, the metaphor should be self-evident. 2kill's description was entirely adequate, I thought, and warranted no abuse.
In other words: don't feed the troll.
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If you know what the word means, and you understand the basic concept of the game, the metaphor should be self-evident. 2kill's description was entirely adequate, I thought, and warranted no abuse.Originally posted by Ward View PostI know what a term 'distension' means, idiot. All I wanted to know is how it applies to this stupid game.
In other words: don't feed the troll.
Thanks very much for the data, Verg. I'm assuming it's just a matter of probability about how often VB fires and then a person is killed, but it's hard to tell exactly. I've only increased the amount of time in which the bonus will fire, never decreased. I'll add 1 more second, so that if the player is killed 12 seconds after you die, and VB fired on them, you'll get the bonus. Also note that you're no longer receiving bonuses for players who are dying, respawning 4 seconds later, hopping on a Terr and then dying again ... nor will you receive the bonus anymore if you're the one who kills them. To compensate I've increased the bonus amount somewhat, as I think it's a pretty interesting way to earn RP, and one of the few possible times we can actually verify a person assisted in some way with the kill.
Other recent changes:
- Added Last Breath ability for Terriers. This is an automatic (free) upgrade that activates on Terrs above rank 30 who have no Escape Pod upgrades. When the Terr with Last Breath dies in a flagroom, the ability provides a chance of giving a full charge to all teammates in the same flagroom. The initial chance is 50%, increasing 1% per every rank above 30, up to 100% at rank 80. It's all or nothing, so either it fires and all players in the FR receive full charge, or none will. I think this provides an interesting alternative to buying Escape Pod, while not encouraging too much suicide, as the terr needs to be in the FR for it to fire. If it seems too powerful the initial chance of fire may need to be adjusted.
- Reduced flag timer to 2 minutes for single flag games. This way when more players come in, the round should end fairly quickly, after which it will change over to 2flag mode. Single flag is mostly just a warmup mode anyhow, though I do think it's an interesting mode of play in and of itself.
- Kills made will now show exact RP amount gained, even if it's been capped by the max 25% allowed or the spillover from the end of rank cap.
- Effort made to correct various issues with Ops, such as being docked properly, and being set as idle (for example, using !help will now reset the Ops' idle counter). By the way, can't remember, did someone say there was an issue with the navigation controls -- the ,# command?
- Ops can check now OP and Comm Auths by using .. or !opsstatus.
- This one went in yesterday, but I don't think I mentioned it: !status display showing total number of battles won was fixed.
- Frequency of army with sector hold now displayed in hold message, to troubleshoot a problem where the losing freq was given the win reward in 1 flag game. Oops.
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its a level up type game. you base and get kills and your rank up eventually after getting enough points (points depend on your skill level, the person you killed skill level, the ship you killed, the ship you are in, and killing sprees), and everytime you rank you get 10UP (upgrade points) and you purchase unique upgrades for your ship. (ex: rot, thrust, speed, rechrg, energy, repels, ports, bursts, multi, level 3 bullets, etc... the upgrades available depend on your ship) There are two bases one on top and on reflected on bottom, to win the game your team must hold both bases for 1 consecutive minute. (winning team gets extra ranking points depending on your participation.) The upgrades available for your ship are relatively similar to normal trench wars basing ships.
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I know what a term 'distension' means, idiot. All I wanted to know is how it applies to this stupid game.Originally posted by 2kill View Postthe Merriam-Webster's collegiate dictionary defines distension as "the act of distending or the state of being distended esp. unduly or abnormally"...
that doesn't help much but I would think that the ships are abnormally extended beyond pub settings lol
dug would be able to tell you better why he chose that name I thought it was weird at first but its grown on me
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about the one base round it went good until there was 25 people playing then the match just went on and on... I know some people said to decrease the time, but I don't think thats what is needed I noticed that it took just a touch to reset timer... no saves at all. cause I know there was sometimes that the match would have ended but a shark touched the flag before dieing and we had to restart I think after that it will be good. also I belive you already know about the loser getting winners RP
2kill
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Okay dug, here are the data requested:
WEASEL (level 45)
Session earned: 27229 RP
Play time; 82 mins
total rec: 115-113
Teks: 19
(following stats are until i reached 100 kills)
KILLING RP BONUS
-Total earned by killing: 16241
-Total earned by VB: 1105
-Total earned by profit sharing, round wins, etc: bout 10k.
-Highest 1kill bonus: 657 RP
Rec at the time was 100-94
*Times that VB gave bonus: 14 times
*Amount of upgrades i have on VB: 3 (so, a chance of 45% VB is effective)
Now, the number of VB's looks pretty low to me. Yesterday I remember getting far more bonuses, about 50% of the times i died. Today, i reached 15%. I wonder what you did with the VB duggy, but i dont like it. put it back? o.O
During the 1-flag battle it was even worse: I died 50 times, and VB bonus only fired 3 times (yea, THREE). It got better once I changed freq by assisting, and closely after won the game. So dont really know if i can blame the freqhopping or winning the game for that.
On a different note, the 1-flag battle is okay if there arent many ppl in, but once its a game with more ppl, it just takes way too much time. Also i feel that levi's (Zei) and javs (mjoll and brab) are quite powerful to have on 1 team, if they combine shots the entire fr is dead, making it a bit one-sided. (and im not claiming the ships are overpowered in a normal game, but to me they are in the 1flaggame) I guess there is no way at all to just open up the second base as soon as enough ppl are in?
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the Merriam-Webster's collegiate dictionary defines distension as "the act of distending or the state of being distended esp. unduly or abnormally"...Originally posted by Ward View PostThanks tips, but I was actually kind of wondering what "Distension" is.
that doesn't help much but I would think that the ships are abnormally extended beyond pub settings lol
dug would be able to tell you better why he chose that name I thought it was weird at first but its grown on me
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