Please make it so that terriers cannot attach to other terriers.
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help: (qg) (javs): i think my isp is stealing internet from me.
What's the difference between chopping an onion and chopping a baby? I cry when I chop onions. Type ?go Jav -Chao <ER>
MegamanEXE> Chao
MegamanEXE> I came from watching Hockey to say this
(Sefarius)> ....
(Hate The Fake)> LOL
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Originally posted by Chao. View PostPlease make it so that terriers cannot attach to other terriers.
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Originally posted by Peace_Maker View PostI have seen animol attach with 18 btyOriginally posted by ToneIt is now time for the energy shift of the 7th root race to manifest on the 3D physical plane and uplift us back to 5D.Originally posted by the_paulGargle battery acid fuckfaceOriginally posted by Material GirlI tried downloading a soundcard
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Originally posted by Peace_Maker View PostI don't have a problem with terrs attaching to each other but maybe a higher ranking could be required. On the other hand, it is a huge advantage to the team that has this ability so do we want both teams to have this power at its current low level? I have seen animol attach with 18 bty. I am not sure what bty is required exactly.
Regardless I agree with the point that terriers should either be unable to attach to each other at all or else a higher bty should be required.
Bursts are also a little ridiculous, but I'm not sure what would be the best thing to do about it.Originally posted by WardOK.. ur retarded case closed
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- Weasel bullet energy increased very slightly (this is across the board for all bullet levels, as this is the only way it can be done in the CFG). I noticed that a stock weasel is capable of firing 4 bullets without any trouble. Now it has to wait a bit for the 4th. I haven't had too many weasel complaints, and they don't seem to be overplayed, so we'll see how this goes. I want it to be a reasonably successful/interesting ship, though, due to the fact that it will be a special unlock.
- Regarding rank differences and scores, I might implement a sliding scale that applies equally to humiliation and low-level RP caps. I've also changed high level RP caps to mirror humiliation, so that if you are humiliated you at least also know the player is receiving an RP cap, and not the full amount for your kill, which is their upgrade level + 10.
- Re: bot PMing about piloting lower-rank ships, you do not lose participation when you switch to shark or terr if your army does not currently have a sector hold. Any other ship, though, you're right; it'd lose that.
- I understand what you guys are saying about Terr bounty, and after thinking about it I've upped it to a 40 bounty requirement. Around rank 25 should be roughly a "stock" ship (if all upgrades are done somewhat equally). Clearly stock terrs can't attach to each other, so it only makes sense to make the bounty requirement higher. Note that this will be made reachable at earlier ranks by using the regen ability, but that may just mean it's a good investment. Also, terrs needed an ability for rank 40 anyway.
- Since for some reason people seem to be able to survive L2 bullets at around 1300 energy, bullet upgrade damage has been increased. Hopefully this will mean L3 will kill any ship at any upgrade level of energy, with the exception of a Levi with full en.
vyk, what is the issue you're finding with the bursts?
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Originally posted by gdugwyler View Post- Weasel bullet energy increased very slightly (this is across the board for all bullet levels, as this is the only way it can be done in the CFG). I noticed that a stock weasel is capable of firing 4 bullets without any trouble. Now it has to wait a bit for the 4th. I haven't had too many weasel complaints, and they don't seem to be overplayed, so we'll see how this goes. I want it to be a reasonably successful/interesting ship, though, due to the fact that it will be a special unlock.
- Regarding rank differences and scores, I might implement a sliding scale that applies equally to humiliation and low-level RP caps. I've also changed high level RP caps to mirror humiliation, so that if you are humiliated you at least also know the player is receiving an RP cap, and not the full amount for your kill, which is their upgrade level + 10.
- Re: bot PMing about piloting lower-rank ships, you do not lose participation when you switch to shark or terr if your army does not currently have a sector hold. Any other ship, though, you're right; it'd lose that.
- I understand what you guys are saying about Terr bounty, and after thinking about it I've upped it to a 40 bounty requirement. Around rank 25 should be roughly a "stock" ship (if all upgrades are done somewhat equally). Clearly stock terrs can't attach to each other, so it only makes sense to make the bounty requirement higher. Note that this will be made reachable at earlier ranks by using the regen ability, but that may just mean it's a good investment. Also, terrs needed an ability for rank 40 anyway.
- Since for some reason people seem to be able to survive L2 bullets at around 1300 energy, bullet upgrade damage has been increased. Hopefully this will mean L3 will kill any ship at any upgrade level of energy, with the exception of a Levi with full en.
vyk, what is the issue you're finding with the bursts?
Alternatively you could change it so that the burst only shoots 2 bullets or something.help: (qg) (javs): i think my isp is stealing internet from me.
What's the difference between chopping an onion and chopping a baby? I cry when I chop onions. Type ?go Jav -Chao <ER>
MegamanEXE> Chao
MegamanEXE> I came from watching Hockey to say this
(Sefarius)> ....
(Hate The Fake)> LOL
MegamanEXE> You are sick
MegamanEXE> Good day
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Originally posted by Chao. View PostPerhaps the burst could be changed so that only one could be held at once? The prize thing is ok but it's a little ridiculous to have a terr run towards us, spam burst 2 (maybe 3?) times and be left trying to dodge all of it.
Alternatively you could change it so that the burst only shoots 2 bullets or something.
1996 Minnesota State Pooping Champion
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Nope, no way to have the burst increase in number of bullets. Would be interesting if you could, though.
As far as the bursts being a problem, though ... I don't know, I haven't really seen them be that big a deal. Every part of the base has been widened quite a bit to prevent getting trapped too often by bursts. A burst also has to rebound off a wall in order to hit -- and consider that if a terr uses two bursts on you, it's likely something that wasn't all that easy to get at this level due to fairly low regeneration rates.
One thing that could be done is to reduce the burst speed for the Terrier, but slightly increase bullet alive time (which I'm fairly sure determines burst alive time). They'd be easier to dodge, but would be around a bit longer to make up for lost distance.
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Take a look at him during tomorrow's test when an enemy shark mines the flag. You'll see.Originally posted by ToneIt is now time for the energy shift of the 7th root race to manifest on the 3D physical plane and uplift us back to 5D.Originally posted by the_paulGargle battery acid fuckfaceOriginally posted by Material GirlI tried downloading a soundcard
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Two suggestions/comments..
A) When there is an Avaric after a long battle, it's realllllly disappointing. Especially if much of the battle was fought fair. Do you think the RP jackpot for the game can not be reset in the case of an avarice?
and B) Not sure why RP are being capped now. Especially capped for a low-rank player that kills a high rank player. I thought the point was that high level players are worth more RP so that new players can rank up/catch up quickly?
Just my 2 cent
-ali
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Getting shraps takes WAY TOO much time for a javelin, it's depressing, instead
of level 15 shraps should be allowed at level 10 max. And terriers SHOULDN'T
have bursts untill they are at level 10 also. ThanksAra / AraGee / Death
SSCU Trench Wars Player since 1999
SSCU Trench Wars Staff since 2001
TWDL, TWL-B, TWL-D, TWL-J, TWDT-J Champion
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