The second burst for terr is like 120 something RP, or around that price.  The 10% regeneration is only 12 RP (which can be upgraded 10x).  Seeing as i get a burst every few (2-3) minutes with 30% regeneration, buying that 2nd burst for that ridiculous price is a waste.  i dont see why anyone would do that. im at rank 34 i think.
							
						
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 i think the lanc bomb damage radius got decreased with the jav damage radius, did it? because i have a hard time getting kills with it now. the lanc bomb is cool when shot against walls but walls are thick and the radius is small.Originally posted by Mjollnir View PostThe Lanc is now really strong with a huge leech % and the improved bomb.
 
 i thnik terrs are fine, i play one myself and it is incredibly boring to stay save when everything has a good chance of killing u. having enough portals counter this a lot.
 
 your team couldnt get a second terr in 2 out of 3 games nor did i see any sharks, what do expect. attacking a base gives me a realy bad ratio but the 10k rp make up for it a little. id hate to see that changed because no1 would attack anymore.It is in my opinion the losing team deserves more of a bonus at the end of each round.
 
 on a personal note: i will be gone from ss for some time soon and im willing to give away my account. anyone interested in this lvl50 lanc can message me in game.
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 If this is really how it works then I totally agee with this. A fully armed escape pod has always seemed a ludicrous idea to me. A fully armed escape pod containing other fully armed escape pods even more so.The Terriers are getting a lot of escape pods. It is quite frustrating to have someone spawn with bursts, at a different spot than where they died and even being invisible at first, over and over again. Maybe they shouldn't be able to use an escape pod more than once / death. Also, having bursts after respawning is not good and it just makes the Terriers suicide to get more burst-death-respawn-burst-kills. If the ability is made weaker this way it could possibly be cheaper to get.
 
 At least this means more situations when you can use your jav bomb safely and thus get more kills so I didn't hate it as jav. I admit I am not much of jav player though. As a lev I hate low radius because I want to EMP lots of ships to help my team (and hopefully kill one or two). EMPing your teammates is not as bad as killing them and the lev bomb is easier to aim safely anyway.Nowadays the Jav red bomb has basically no radius and the yellow isn't that great either. The only good thing that has come out of it is less TKing but it really made Javs a lot weaker and they are probably too weak again. I also think some Levis didn't like the change either (roxxxkat(?) / cheese?) and I am sure all the Javs hate it.
 
 At low levels there is no huge leech %. Does it have the rate of fire to take full advantage of its leech at high levels? Not sure myself. Its bomb has never seemed powerful to me in any of its incarnations and will certainly be less useful if the radius doesn't go far past walls.The Lanc is now really strong with a huge leech % and the improved bomb.
 
 I certainly do not fear high level lancs much. Not sure whether this is because their deadliest abilities are less showy than the spider or because they seldom survive to get into position to use them or because fewer (skilled) people play them or because I do not often play weasels (their natural prey.)
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 no, investing the rp into energy and recharge would probably be more effective at gaining energy. the point of leech is to suicide into people. This means if you shoot someone from the right distance there is a great chance to get a full energy green before their shot hits you, thus letting you survive l2 while shooting.Originally posted by Viruk View PostDoes it [Lanc] have the rate of fire to take full advantage of its leech at high levels?
 
 as additional bonus this makes the enemy cry and call you lagger and whatnot.
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 Yup, i have VB up to 30%, and it gives me that extra bonus if someone dies due to that. Cool option, isnt that rare for me. Looks that there are no problems there; I even get an extra bonus if i kill the guy directly after it kills me (so i shoot, die, then the other guy dies => i get normal RP + vengeful bastard bonus)Originally posted by gdugwyler View PostChanges:
 ...- Weasel vengeful bastard assist bonus: have any Weasels ever received an RP bonus for Vengeful Bastard firing on someone that kills them, and someone then killing the person immediately after? Would like to know if this is working. Note that it shouldn't (at least from now on) display if kill messages are disabled.
 
 
 Also: Warp spots like to fuck around with me. I use them alot, but today they were glitching (at least, one of them). I went from the top right ear to bottom half-ear, went out of base through the hole and down to fr by the outside of base. As soon as i entered FR ear, i got warped back automatically to the top right ear again. Happened 6 times already. Sometimes it does that, sometimes everything is normal.. weird.
 
 I also noticed that when i die on a warpspot, waiting for the warp, i dont go to spawn, but come to life immediatly on the spot i wanted to warp to. No big issue, just not sth normal.Last edited by Vergilius; 03-22-2008, 05:59 PM.
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 HERES A RANDOM FACT FOR STAFFERS: did you know you can warpto spectators?
 
 hmmm..... isnt ops a spectator?
 
 
 I HAVE AN IDEA!
 
 
 id like to pm bot with !o1 to be warped to top fr, and !o2 for bottom.
 preferably to the flag.
 preset coords, same every time, for free. for when shift isnt fast enough =)
 
 perhaps an !o3 for wormhole in center...Last edited by roxxkatt; 03-22-2008, 11:30 PM.The above text is a personal opinion of an individual and is not representative of the statements or opinions of Trench Wars or Trench Wars staff.
 
 SSCJ Distension Owner
 SSCU Trench Wars Developer
 
 Last edited by Shaddowknight; Today at 05:49 AM. Reason: Much racism. So hate. Such ban. Wow.
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 quoted for significance.A fully armed escape pod containing other fully armed escape pods even more so.
 i agree. most consecutive pods ive counted to date: 9
 LET THE TERR KEEP ITS PORTALS.
 
 
 TRANSLATION: nerf was good, but u overdid it a lil.Nowadays the Jav red bomb has basically no radius and the yellow isn't that great either.
 more exponential, less linear.
 
 
 ANOTHER IDEA: base end round reward on terr/shark discrepancies and time.It is in my opinion the losing team deserves more of a bonus at the end of each round.
 if both teams have 2 terrs and 2 sharks, in an hourlong battle, then end round reward of the WINNING TEAM should not exceed 150% of the losers' RP.
 if the rich get richer, it only contributes to the imbalancing.
 if the losers have 0 terrs, and 0 sharks, while the winners do, then they DONT GET SHIT.
 
 
 agreedViruk said in another post that Spiders are overpowered. I tend to agree
 best solution: drop red bullet damage, they do like 900 damage anyways =/
 less linear, more exponential.
 
 
 I WISH LAGOUT WOULD APPLY TO THE LAG THAT DISCONNECTS YOU.Fluffz> !lagout
 the dist arena cant handle 2500ms spikes... which it should, then spec u.
 if fixed, dist owes me 9000 RP... =(
 
 
 my idea, give it multi OR cloak at a LOWER LEVEL :sorcerer:Dug asked to come up with solutions to the weak Weasel situation.
 
 
 read it.MY IDEA FOR OPS
 srsly.
 also, perhaps if dist is multi-arena, like a lvl50 ops position enables a GLOBAL OPS console...? think of the possibilities... multi-arena speed rearms... msgs between Aops and Gops...
 
 id like it to be top 10... so other ppl can see too! =Otop5 for ships
 also, opsmen arent ranked at all =(
 how would i know if i was the best?Last edited by roxxkatt; 03-22-2008, 11:29 PM.The above text is a personal opinion of an individual and is not representative of the statements or opinions of Trench Wars or Trench Wars staff.
 
 SSCJ Distension Owner
 SSCU Trench Wars Developer
 
 Last edited by Shaddowknight; Today at 05:49 AM. Reason: Much racism. So hate. Such ban. Wow.
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 OMG! Just as I feared! One taste of power and now he wants to rule the world! :POriginally posted by roxxkatt View Postalso, perhaps if dist is multi-arena, like a lvl50 ops position enables a GLOBAL OPS console...? think of the possibilities... multi-arena speed rearms... msgs between Aops and Gops...
 
 Now level 20 in all ships and only one officer rank to go before I can get ops. Will I be tempted?
 
 Muahahahaha! Soon the world will be mine! (eek!)
 
 By the way is the number of battles before officer promotion random or does it depend on your side winning the battle and full participation? It seems to take an age for me to rank and all too often lately when I check !status after a battle it still has the unchanged 'estimated X battles to go'
 Perhaps my salutes are just too sloppy! :P
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 I was under the impression that the amount of max bursts you could have was supposed to be limited to the amount of burst upgrades you have bought. That would have explained the huge price a little better.Originally posted by Bobyz View PostThe second burst for terr is like 120 something RP, or around that price. The 10% regeneration is only 12 RP (which can be upgraded 10x). Seeing as i get a burst every few (2-3) minutes with 30% regeneration, buying that 2nd burst for that ridiculous price is a waste. i dont see why anyone would do that. im at rank 34 i think.
 
 Someone said that Terrs should keep the portals, but you do realize that they are very powerful when you have an unlimited amount, right? In my opinion, being able to get unlimited portals should be very expensive. Now the Terriers (even low level ones) warp every single time you try to kill them and they only die to lucky shots or bad portals. You should make the portals more expensive and give the Terriers something else to compensate. The changes were made to make people play Terriers more, so as long as playing one is fun, it shouldn't be a problem.
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 Unlimited portals for terrs is fine since the spiders are starting to get antiwarp now, from what I know there are 3 of us that have it: Zei, Acid and I. So I guess any spider over lv 40 can stack super + multi + anti to take out terrs, or just stay in anti range so the terr dies.
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 Dunno, Giving the weasel anti would
 1) make others ahte the ship even more (i dont care about that)
 2) overpower the weasel
 
 A terr that has 0 chance of warping away from a rocketing weasel, being cloaked, and has multifire and eventually a port on its own is just a sitting duck. Its only chances to survive are either teammates meatshielding it and killing us (which is rather unlikely since its a cloaked weasel) or the weasel missing (which is unlikely too, cuz face it, once ur a lvl 40 ship you can say you are pretty good at it).
 
 Dont give anti to the weasel, i would really, REALLY love it, doesnt that mean enough?
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 Sigh.. You are always so positive about the Weasel. Since when is a Terrier a sitting duck? They have very cheap x so the cloak is never a problem and they are extremely mobile. They can also tank a yellow bullet so you need to hit it twice. Anyway, the point was that the Terr shouldn't be able to warp away 100% of the time. I thought it was fine before it was changed "to make it more fun". I agree that some changes were necessary but I don't agree with giving them unlimited portals so easily. And Spiders getting anti at lvl 40 is too late. That's a huge amount of time before anyone can touch the Terrs.Originally posted by Vergilius View PostDunno, Giving the weasel anti would
 1) make others ahte the ship even more (i dont care about that)
 2) overpower the weasel
 
 A terr that has 0 chance of warping away from a rocketing weasel, being cloaked, and has multifire and eventually a port on its own is just a sitting duck. Its only chances to survive are either teammates meatshielding it and killing us (which is rather unlikely since its a cloaked weasel) or the weasel missing (which is unlikely too, cuz face it, once ur a lvl 40 ship you can say you are pretty good at it).
 
 Dont give anti to the weasel, i would really, REALLY love it, doesnt that mean enough?
 
 I don't know how the anti for Weasels would work. It would be pretty natural for a Terr killing ship to have anti but it would have to be balanced very well. The bottom line is: unlimited portals is a very strong ability and it shouldn't be so easy to get.
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 Hold on, I never said i think the terr is okay now. Imo it is indeed very hard to kill now. But i was under the impression that antiwarp, being a strong weapon, would only become available at a pretty high level. On those high levels you have blue bullets, makes it 1 hit kill. Cloak isnt a problem for them, true, but for the teammates. We can bypass them, and attack the terr, there lies the power of cloaking.
 
 I fully agree on the part that they have tons of ports/pods now, I was only replying to the suggestion of giving the weasel antiwarp. It WOULD overpower it, and i dont want agility/speed/bulletcost/whatever reduced just so i could carry antiwarp, because if we get anti, we WILL get nerfed, you can be sure of that
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