i don't think it's a good idea to limit javs...
sharks got limited b/c of 3 sharks rep'ing the hell out of one fr was beyond annoying, but I thought the limit was +2 sharks anyways (meaning at most 2 more than other team). I don't know if that's still the limit or if it is just 2 per team, period.
limiting javs would have a different effect. javs are annoying b/c of their lvl 2 bombs, right? well what about the majority of ppl who don't have these yet? it wouldn't be fair at all if you had a limit of say 3 javs and they all were ranked 40+. They're the ones that are annoying to the other team, and limiting the # of javs won't keep them out. It'll more than likely just keep everyone from keeping their javs on par with the other ships.
Then again, when they have lvl 3 bombs, I can't see anyone fr withstanding 2-3 javs with lvl 3 bombs and shrap...
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Theres a limit of sharks per team, make a limit of javs per team. The game today was absolutely ridiculous with all the jav bombs flying around. Took all the fun out of the game. Not even gunna elaborate, jst make a jav limit per freq. the shit today was retarded.
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Originally posted by Oops View PostI was thinking of some possible upgrades a terr could get that are *unique* Now yes i know terrs already rack up tons of kills with bursts nonstop, but killing is not the prime use of a terr so these are my suggestions for something useful, how hard they are to get is up to dug, im not going to suggest the difficulty in getting any of these upgrades but here goes :
1. A repel. I frequently end up flying in enemy base and i choose to not stop, get in as fast as i can and be aggressive, but many times my team will have no sharks around, thus i am forced to sit right next to flag or wherever waitign for someone to suicide a mine because weve got no sharks. It gets extremely annoying, so ONE rep for a terr, whether the terr will start off with one rep or it will only get a rep when * insert achievement here* happens is up to whoever.
2. A decoy. A decoy would be pretty sweet and would have a key role in getting into enemy base and would buy soem valueble time.
3. A cloak. Im not saying terr should Shift+End and have cloak as logn as they want, im thinking more like for 1-5 seconds the terr can cloak off of the main screen ( NOT radar) upon * insert achievement here* . That would really help when terr is gettign raped in base as his teammates frantically attach and die or when the terr is severely outnumbered.
Those are my suggestions. Id like to hear what everyone else thinks
Exactly, good ideas man. Stop this silly burst spamming! I'm like having 100 deaths in the game and 50% of them are from bursts. you got 2-3 terrs enter base and spam 3 bursts each. Terrier is the ship that carry the team, therefor it should have high powered defense systems and not so much offensive upgrades (let it have offensive weapons and cool stuff, but not too much).
We can take it a bit more further. Make a different kind of ways to play some kind of ships, like defensive terriers or defensive spiders by upgrading some specific upgrades. If you take other upgrades you can make an offensive terrier. if you want to have both you will have All-Round terrier but he will be equal in offensive and defensive powers.
Some ships could be the specific attacking or defensive ships. For example: warbirds are considered an attacking ship, so they wont have too much defensive upgrades but they will be more on focusing upgrading attack systems. Lancers are having a lot of energy and some powerful bullets but a bit slow to maneuver, so they might be defensive oriented.
You can play with this idea in many ways, just think about it.
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For the terr
I was thinking of some possible upgrades a terr could get that are *unique* Now yes i know terrs already rack up tons of kills with bursts nonstop, but killing is not the prime use of a terr so these are my suggestions for something useful, how hard they are to get is up to dug, im not going to suggest the difficulty in getting any of these upgrades but here goes :
1. A repel. I frequently end up flying in enemy base and i choose to not stop, get in as fast as i can and be aggressive, but many times my team will have no sharks around, thus i am forced to sit right next to flag or wherever waitign for someone to suicide a mine because weve got no sharks. It gets extremely annoying, so ONE rep for a terr, whether the terr will start off with one rep or it will only get a rep when * insert achievement here* happens is up to whoever.
2. A decoy. A decoy would be pretty sweet and would have a key role in getting into enemy base and would buy soem valueble time.
3. A cloak. Im not saying terr should Shift+End and have cloak as logn as they want, im thinking more like for 1-5 seconds the terr can cloak off of the main screen ( NOT radar) upon * insert achievement here* . That would really help when terr is gettign raped in base as his teammates frantically attach and die or when the terr is severely outnumbered.
Those are my suggestions. Id like to hear what everyone else thinks
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i was in base with terr and moving, and got a message saying ive been in base idle to long?
also the font sux balls. Its blue its hard to read and it should be changed
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yes, also when bot prizes you OP, it shows op before the prize, not after, aka
..
3/16 OP
+4 OP (3/16) OP
..
7/16 OP
also, i really dont like the stalemate, but if its enforced, i had an idea.
what if there was a LAST MINUTE WIN bonus?
like if one team wins after the 5 minute warning, they would recieve 125% of end reward...
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I was really hoping this bug would get fixed, as it seems quite an easy fix, but guess not.
Distension> OP ( 7 / 7 ) Comm authorizations ( 3 / 3 )
Distension> 2: +2 Maximum OP Reserve ( 5 / 9 ) 13 AVAIL!
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I think leaving the bot up a few extra minutes would be nice, but the 2 problems i see with it are 1)people continuing to play (unlessed forced to dock) and not using the time you gave them, and 2) 40+ ppl pm'ing the bot multiple times all at once.
I was thinking about a special weapon for the shark, don't know if it has one yet
How about a "Remote Demolitions" ability that lets you detonate all your mines with some sort of cost or long cool down time to balance it.
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Originally posted by Lizard Fuel View PostOnly my 2nd post in this thread, so i don't know if this has been said already or not....
At the conclusion of each test, DistensionBot is quickly removed from the arena/zone. My suggestion is to keep the bot around AFTER everybody is specced for maybe an extra minute to allow people to do their upgrades n stuff. I know the game goes on an extra 5 min after the final battle, but I use that time to get more RP. It seems to happen to me without fail that I get a level up almost immediately before the bot leaves. Just a suggestion.
This.
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Weasel Stuff
First time posting in this thread, GJ dug for this spectacular game.
I and Viruk have been discussing about Weasel after today's session. We have come up with 2 new ideas on special ability:
1) "Smoke Grenade"/Dark Matter Generator: Used to cover an area to hide things under, similar to cover ability of tac ops, but the location would be more flexible, probably over where the Weasel is located at, or disperse from a bomb which is shot, if you go for the "smoke grenade" approach.
2) "Portal Eraser"/Hyperbeacon Neutralizer: Remove portal memory of opposing ships. Anti-warp is too much, and with this, at least there would be still time to lay a second port. Effective area could be in vincinity of weasel, used like !emp, and a cooldown of a few minutes would be appropriate.
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Guest repliedOnly my 2nd post in this thread, so i don't know if this has been said already or not....
At the conclusion of each test, DistensionBot is quickly removed from the arena/zone. My suggestion is to keep the bot around AFTER everybody is specced for maybe an extra minute to allow people to do their upgrades n stuff. I know the game goes on an extra 5 min after the final battle, but I use that time to get more RP. It seems to happen to me without fail that I get a level up almost immediately before the bot leaves. Just a suggestion.
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there's a streak bonus at 50 kills that's about 6 times as much as a 5-streak RP bonus, don't know if there is one for 100 kills yet
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Re: Streaks
I agree with Dako. Streaks also make terriers more overpowered. A good base terrier with a strong defending team can rack up streaks from burst kills with minimal risk or skill and they already rank up a lot faster than anything else due to bursts and bonuses.
Re: Juping
If it can be fixed without wrecking the FR gameplay that would be good but the juping problem is apparently inherent to Continuum. We would need some new idea for some sort of workaround. Unfortunately I can't think of any sensible ones right now.
On a related note I somehow managed to toggle the flag despite bouncing off the flag door that had just been activated. I presume this is also a lag related problem. I was not moving fast (my spider is not speedy) and noticed no other unusual laggy effects around that time. There was plenty of lag about during that game and ?lag indicated my connection had been badly spiking but not around that time. Perhaps changing the flag door configuration slightly so that normal sized ships cannot get so close to the flag would help.
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What dako said Oops. Althought it would be fun to have Distension without flagging like pub 0.
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