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  • or adding something like 10 seconds to it every time the enemy team touches the flag
    great idea. id say 5 or 10...


    aqua, single posting is for newbs
    dont mess with my posts =(
    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.

    Comment


    • Cheese, stop tking and emping me with your yellow bombs!
      AcidBomber <ER> ^-^

      Comment


      • only cuz u sit in nub spots
        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.

        Comment


        • Originally posted by maddack View Post
          Streaks are kind of detrimenting the team aspect of the game, since they are worth more than a war victory.
          i approve this post. limit the rp bonus for streaks to like 200 rp/5 kills and increase winning rp?

          also, if u want feedback on the lanc: imho in the current build it sucks and this time i mean it. thats because yellow bullets dont kill anymore and blue ones still - and that is unchanged - lack fire rate, cost a lot of energy, cant be shot when emped, cant be shot after attaching nor can they be shot after red or yellow bullets hit u and cost 40+ UP. the solution might be pricing rechange and energy upgrade(s) with the lvl3 upgrade. or a higher max energy. i dont think lowering lvl2 damage is a way to make them usefull. i think lvl2 should stay at 1500 Damage because 2 games ago it all felt pretty nice.

          let me rephrase this: lvl3 bullets are to weak to be usefull, nerfing lvl2 to a level where it makes sense to use lvl3 instead wont fix this problem.
          Last edited by Fluffz; 02-08-2008, 10:09 AM.

          Comment


          • Originally posted by maddack View Post
            ...
            Dack Falu was playing the streak game. If he was on a streak he would warp out at the slightest sign of danger. Streaks are kind of detrimenting the team aspect of the game, since they are worth more than a war victory.
            Streaks are a nice thing to have but this kind of behaviour kills the basing. He isn't teaming at all and he is just straying and warping. It's the same thing with Terrs that just burst-suicide over and over again. Anyway, I would hate to see the streaks gone so hopefully there is another solution.

            On another note, since the matches seem to take forever to finish nowadays, how about we give periodic RP bonuses to the teams using some kind of a formula. Maybe give everyone on the team some amount of RP after every 5 (holds + breaks) or something like that?

            Comment


            • Changes:

              - Reduced award given for streaks. It's still somewhat worthwhile, but not worth obsessing over any longer.
              - End round bonus increased slightly.
              - Added feature: if army 1 has a sector hold, and if army 2 in the process of breaking holds a flag for 1 second, 3 seconds will be added onto the clock; every additional second army 2 holds one of the flags in an attempt to break the sector, 1 second will be added onto the clock. Breaking for 10 seconds will still result in a sector break, and the clock will at that point be completely reset as normal. Mj, thanks -- marking you down for the suggestion that lead here. I still don't want to reward single flag touches, especially considering what would happen if two people were flag sitting. I think this is a good midpoint.
              - WB multi energy cost reduced: forgot to mention that I did this. There was an error where it was set at 700/level. It's now 600/level, or 200 more per shot at L2 and 300 more per shot at L3. Haven't seen anyone use this much so discussion is appreciated.
              - UP cost for WB and Lanc L3 guns halved; cost also reduced somewhat for Weasel: these ships are meant to be one-hit killers with their guns, and I want to make it easier for them to attain this in later levels.
              - Terr now has maximum 2 bursts and maximum 3 portals. Portal costs unchanged, but the second burst is now the most expensive item in the game; at 160 UP it is not intended to be purchased, but particular players may still opt to take it. To balance, each level of Terr regeneration is now worth 10% (previously 6%, and before that 5%), and Terrs who spend more than 50% of their time in one FR or the other earn a 3% profit sharing bonus. This should award defensive Terrs while not overly inhibiting attacking Terrs, but drastically reduce the number of purely suicidals.
              - In between rounds, "FREE PLAY" is active. Whether or not you hold flags is no longer of any importance for awarding kill point bonuses, so do what you want here. Spawnkill, JT/LT, duel, roof, whatever. This is designed to release some of the tension of the game, and maybe give some time to consider strategy for the next round. Free play will last 5 minutes at the end of a normal battle. At the end of a series of battles/end of the war, it'll last 10min. Also, during free play, idle status will not be checked, so feel free to use it to just sit in safe and rearrange your armament if you want. This feature may eventually segue into various minigames between rounds.


              Questions:

              Lanc sucking: if L3 bullets are not going to be useful, I'm willing to drop L2 dramatically, even further. L3 must be made useful, and not by additional prizing. Presently everyone has the idea that L2 should be one-hit kill at almost any level of energy upgrade. I think this is correct for the basic starting ships, but after rank 25 or so I think any ship with an average amount of energy upgrades should be able to tank L2 at full energy. This is particularly the case with a lot of ships starting with L2. Remember, L2 is not supposed to be L3. It's to give new players the ability to one-hit kill players of slightly higher rank, but against anyone with any number of ranks they shouldn't expect it to do that. Anyhow, if L2 damage drops too much I may compensate by reducing the firing cost as well.

              Anti: worth/not worth it? Would like to hear some opinions.

              Comment


              • Hmmm... Spids for L2s capped at level 47 now.
                Kinda bad because i can barely go 50-50 at level 42 in a fighter ship and 1v1 i'd always lose to people near the same level as me cuz they tank my L1s and shoot L2s and i would die (1410 energy)...
                (IE: people like Zei owns me every time now cuz he can tank 2 L1s and still fire a L2 to kill me rofl.)

                Can you not lower the L2 damage further, reduce L2 energy cost and give the spids L2s earlier? at like level 45? That way people have an incentive to buy L3s. Is hard to level because all my kills are below 50 RP and i get negative RP for dying to low level warbirds lol -_-
                AcidBomber <ER> ^-^

                Comment


                • Just in:

                  FREE PLAY for the next 5000:00. Flags have no RP bonus during this time.


                  Distension> +19 RP: project dragon(10) [Low rank cap] [x3.8 beta]
                  Distension> HUMILIATION! -13RP for being killed by project dragon(10)

                  Distension> HUMILIATION! -11RP for being killed by Scrawl(4)
                  Distension> INSULT TO INJURY: Scrawl just ranked up from your kill!
                  Distension> +11 RP: Scrawl(5) [Low rank cap] [x3.8 beta]

                  Distension> +4 RP: Scrawl(4) [Low rank cap] [No flags: -50%] [x3.8 beta]
                  Distension> HUMILIATION! -11RP for being killed by Scrawl(4)



                  But yeh, you get the idea lol
                  Low level wb's with L2s.
                  AcidBomber <ER> ^-^

                  Comment


                  • FREE PLAY for the next 5000:00.
                    was gonna mention this too ^__^


                    id say up wb bullet speed a LITTLE, because now everyone else has lv2-3s, and wb feels less special now =)

                    also, raise lv3 lvl req for lancs, as it seems to be the best part of being a lanc, perhaps 50 or so.

                    lv2 damage seems to be in a perfect state right now, high lvls are eating it, while low lvls die. perfect.

                    zei got shiny blue bombs today. it makes a big boom. id say its right where it needs to be, no matter what anyone says. only allowable nerf to this would be to drop bomb radius a little.

                    also, it seemed there wasnt any bursts today... maybe u nerfed it a little too much D:

                    also, you should stay through the full course of the game, when bugs appear, youre there to fix them, and u probably know exactly what happened.

                    dist was awesome today, and bot died and killed it =(
                    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.

                    Comment


                    • Originally posted by AcidBomber View Post
                      Hmmm... Spids for L2s capped at level 47 now.
                      Kinda bad because i can barely go 50-50 at level 42 in a fighter ship and 1v1 i'd always lose to people near the same level as me cuz they tank my L1s and shoot L2s and i would die (1410 energy)...
                      (IE: people like Zei owns me every time now cuz he can tank 2 L1s and still fire a L2 to kill me rofl.)
                      it was u who owned me in the end. U were able to tank my lvl2 bullet and then shoot 3 lvl1's before I could fire again.

                      What else..? well I finally got level 3 bombs and they were quite useless compared to the lvl2 bombs: 55 UPs to upgrade, 1350 energy to fire, same damage (some 700+ or whatever) and enormous radius, which is not all just for good (I have to shoot from a screen away or the bomb hurts me more the others and of course i'm getting a massive amount of tks)

                      Still, I must say I love those bombs. If not anything else, they're good for bragging purposes. :wub:

                      Comment


                      • Uh, you do realize that L2 damage today was 1350, and my max energy is 1410. So you're telling me by the time i recharge and able to shoot 3 L1s you cant even shoot 1 L2 bullet to kill me? lol

                        The only way i can kill you is to spam you my multi's (which has like a very low delay) - granted i hit you all 3 times. Another way is to vulch you after you fire your 'big blue bomb' which is like the same as yellow bombs except for bigger radius and slightly more damage.

                        The thing is, 1v1, you would always win cuz you can fire L2 and still tank two of my L1s. Anddd with your insane speed you can run away + port. No match against you lol.
                        i got a 395-401 rec today. while getting 0.7 levels... -_-



                        By the way - Dack is still straying + porting away to retain his streaks...

                        Let's break down some kill-death ratios for today (i took some screenies):
                        NOTE: Kill-death ratios are from different times throughout the game...

                        me - 395-401
                        Dack Falu - 200-33
                        Aquatiq - 179-111 (unlike Dack, Aqua actually attacks base)
                        Zeimonster - 174-79
                        AcidBomber <ER> ^-^

                        Comment


                        • Originally posted by AcidBomber View Post
                          Uh, you do realize that L2 damage today was 1350, and my max energy is 1410. So you're telling me by the time i recharge and able to shoot 3 L1s you cant even shoot 1 L2 bullet to kill me? lol

                          The only way i can kill you is to spam you my multi's (which has like a very low delay) - granted i hit you all 3 times. Another way is to vulch you after you fire your 'big blue bomb' which is like the same as yellow bombs except for bigger radius and slightly more damage.

                          The thing is, 1v1, you would always win cuz you can fire L2 and still tank two of my L1s. Anddd with your insane speed you can run away + port. No match against you lol.
                          yea, I'm telling u that after i've shot one L2, u can shoot 2 L1's before i can shoot another bullet. Those 2 L1's take my energy so low that i cant afford to shoot a bullet so u can just finish me easily with ur 3rd L1.

                          the blue bomb doesnt add more dmg, btw

                          Comment


                          • You have successfully perfected the terr, I think.

                            I noted the 3% added bonus... seemed to get it every time (I flew between bases alot, always got it, I did spend majority of time in base though I think).

                            !emp owns!
                            7:No one can kill me> the lord with the hoard, got it in da smorgasbord - holla da dolla, taller than jan koller
                            7:No one can kill me> you noes its all about the euroes, its how you pay the hoes, the flows just goes
                            7:No one can kill me> its maddack, nobody else dats wack - he aint sellin crack its just the dollas on his back
                            7:No one can kill me> dollar2daeuro, its ur currency hero got any money you please, convertin wit da ease

                            Comment


                            • thanks for remindimg me maddack


                              TERR EMPS NEED TO CHANGE


                              maybe a little longer shutdown, and no deplete

                              its the deplete that makes it GROSSLY unfair.

                              also, imagine when theres 4 or more high lvl terrs...
                              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.

                              Comment


                              • I agree with Cheese, for the sake of terrs, the !emp needs to last longer for the 15 minute wait. :P

                                But anyways Zei, your speed is insane enough that i cant chase and hit you at the same time. lol
                                AcidBomber <ER> ^-^

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