I think Zei is afraid of me.
Lololol.
J/K Zei. <3
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Hah Zei's levi is pretty mean. I can shoot him with a L2 shot and he can not only take it, but fire his L2s back right away. Not to mention he has ports and moves around like a freaking gnat on E.
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Dangerous post ahead - and tell me if im going the lane of 'my ship is weak, you are strong, i want more powerzzz'- but I kinda feel that the levi that Zei is flying is getting a bit overpowered. It is easier to kill a terr than him. Hell, i can cope with every ship in base. I am not saying that I am weak, far from. But when a ship with huge agility, multifire (doesnt even need to be l3 bullets, l2 is enough), an enourmous emp bomb, humongous recharge and a port faces my lvl 48 weasel (not a weak ship), there is absolutely NO chance of killing him.
I either get emped to minimalistic energy (without him having to aim his bombs at all), get hit by his multi or outmaneuvered. I can cope with that - hey, every ship has its benefits, right. But when i finally DO get past that, and (assumig he doesnt port away) get a hit, he simply eats it cause he has so much energy and incredible fast recharge. I kinda feel like a Toddler fighting Mike Tyson there: I only can beat him if he is already on life support when 4 other tough guys already bashed in on him.
I fully agree that some ships should be stronger than others, but zei's lev is just.. invincible for the weasel. Which i feel isnt correct, since there always should be a chance for a disadvantaged ship (from about the same level, ofcourse) to beat the stronger one. Which i feel is way too small as it is now.
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[QUOTE=Birthday Party;633017]
Maybe a different sort of criteria for winning could be implemented. Something like, when a freq has a sector hold, the timer counts up to the time it takes to win (one minute, two minutes, whatever), so if they reach that time they do win, like it is now with the countdown. But, if and when the other freq has a sector hold, it subtracts the time from the freq which has accumulated time for their win, and if that other freq holds it long enough to subtract all the time the other freq has accumulated, then the timer will start adding to their side of the timer, and so it goes.
QUOTE]
this sounds like an interesting idea, though it might be hard to find a good time to count up to
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The two tests yesterday had very long rounds. I think people got frustrated because, on the one hand, they wanted to do something else, maybe homework, who knows, but on the other hand, they didn't want to miss out on all the RP bonus if they won, so they were in a sort of bind.
Maybe a different sort of criteria for winning could be implemented. Something like, when a freq has a sector hold, the timer counts up to the time it takes to win (one minute, two minutes, whatever), so if they reach that time they do win, like it is now with the countdown. But, if and when the other freq has a sector hold, it subtracts the time from the freq which has accumulated time for their win, and if that other freq holds it long enough to subtract all the time the other freq has accumulated, then the timer will start adding to their side of the timer, and so it goes.
This way, if a freq is consistently holding freq and only being occasionally interrupted, they will still win eventually, whereas with the current system occasional interruptions can drag a round on for ages.
I'm sure there's problems with this idea.
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Originally posted by Vergilius View PostId say, spawn them with ports, not with bursts. The ports give them a bigger chance to survive, without them bursting away entire fr. Any bullet upgrades they had, give it. Stronger bullets require more nrg to shoot, and a terr getting pod'd back in can use all the energy it has, while bursting costs none.very annoying
2kill
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Originally posted by alinea View PostThe Lanc: :wub:
I'll hate to see it nerfed at all, but I have to admit it feels too overpowered. I think it boils down to the leeching ability. Perhaps cutting its 20% by at least half may bring it off of cloud 9, and would give it a leeching cap of 50% instead of 100%, which I think is more than fair -- and perhaps may prove to be too generous still, once we start getting lancs with L3 bullets.
Perhaps instead of cutting leeching by half, increase to UP cost of the higher upgrade lvls (ie: instead of 21 UPs at rank 40, or whatever it is, make it 40-50). You could also increase the rank required to get lvl 3+ leeching. This approach certainly worked with the shark's reps.
Or lower the max by making the increase 15% and having it stop after 4 lvls. (ie 60% max). This way lanc still sees some low rank benefits from leeching, but it doesnt get too powerful in the mid-levels.
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Originally posted by jngy slate View Post
Of course there's always those fluke deaths. The ones where you die because of the weasel, or a jav sent a bullet in, or a warbird somehow sniped you. As the terrier gains more levels, those things will happen less.
I beg to differ
Anyways, the escape pods. Hard to balance imo. Yesterday me and mjoll were around (and at the end Gazo too) to kill them. Once being killed by a weasel, they cant use the pods (which is good, since weasel is supposed to be a terr-hitman). And believe me, they were killed often enough by a weasel:P. Consequence, not alot of pods worked. Which makes them expensive in a terr's eyes. BUT, you have to remember, now in beta the weasel is present in almost every test. Once it goes public there wont be that many weasels around (since in the beginning its a bitch to lvl, but it was worth it, as i see it now). When a terr gets killed by 'normal' players, the pods will do their work more and become more frequent. So imo its not the %chance of happening that should be tweeked, but the armor they carry when getting spawned back in.
Id say, spawn them with ports, not with bursts. The ports give them a bigger chance to survive, without them bursting away entire fr. Any bullet upgrades they had, give it. Stronger bullets require more nrg to shoot, and a terr getting pod'd back in can use all the energy it has, while bursting costs none.Last edited by Vergilius; 04-04-2008, 05:03 AM.
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Escape pod is fun but it's hard to pull off. When you're a terrier and the other team kills you, most of them will know that it's possible that you will come back. So they'll be ready for you. Sharks put bombs around where you died, and everyone else is ready to fire. Your comrades don't attach to you instantly, it takes a bit less than half a second but if your shark can attach at the right time and repel some of the bullets/bomb, you can fire your burst, set your portal, and escape out of there. IMO any terrier who can get out of there alive deserves to be alive.
Of course there's always those fluke deaths. The ones where you die because of the weasel, or a jav sent a bullet in, or a warbird somehow sniped you. As the terrier gains more levels, those things will happen less. You will notice that every time it dies was because it was overwhelmed. Coming back to a place that's overwhelmed with enemies will be hard to survive.
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Ahh the never-ending debate on ship balance. Here's my 2 cents:
The Spider:
If you're going to say anything is overpowered, please say why. I see people accusing the spider of being overpowered and I just don't see why. A spider with L2s, multi and a super is a very powerful thing, but it's rare and only two spiders in the game can even have L2s right now. The higher level spiders who still have L1s feel underpowered to me, in comparison with other ships, and I'd like to see them getting L2s sooner. Though I'll concede that a reduced firing speed or increased energy cost to fire may be necessary along with it.
The Lanc: :wub:
I'll hate to see it nerfed at all, but I have to admit it feels too overpowered. I think it boils down to the leeching ability. Perhaps cutting its 20% by at least half may bring it off of cloud 9, and would give it a leeching cap of 50% instead of 100%, which I think is more than fair -- and perhaps may prove to be too generous still, once we start getting lancs with L3 bullets.
The Terr:
The coolest ability for the terr, imo, was the Escape Pod. Was. Now it's 40-50 UP for a 30% chance that you'll re-spawn where you died. Once only and with what seems to be none of your initial arms (no bursts, no ports, not even your L2s). I didn't think that ability was so over powered that it needed to be nerfed so badly. Now that players are catching on, they know to kill you twice and chances are, you have nothing at all to defend with, so this ability seems terribly expensive with little reward. I'd really like to see it come back with the possibility of firing multiple times. Not with ports/bursts, but at least with bullet upgrades. If players still think it's too powerful at that point, perhaps the % chance could be reduced per upgrade instead of it being fired a maximum of once?
-ali
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Perhaps make the energy required for warbirds to shoot red bombs a little lower?
Considering all the other fighters can easily do it. =(
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Originally posted by Aquatiq View Postmaybe after 60 minutes the bot can change the timer to countdown from 0:20 or 0:30 instead of 1:00. 'sudden death'
1: every 30 mins the round pauses and the bot sends a message like
"the two armies have called a truce for 3 mins"
then the round would continue after the 3 mins with the warp like at round start. (giving people time to relax)
2: at 30 mins the round pauses and the bot says
"armies can't send more capital ships round goes to sudden death in one minute(or more time if you want)"
then sudden death like aquatiq said
3: Aquatiq’s idea so no free time
as you can most likely tell I think some free time in the middle would fix it as it would be like starting a new round with a huge end pay out
my favourite is the first one cause I like a good grind but if some people are finding it too long this would relive the stress...
the thing is you better make sure that the bot doesn't shut done in the intermission :fear:
last note: I agree with dako that the losers should get 1/3 or 1/4 of what they would have gotten if they had won right now it doesn't really help keeping the teams semi close to each other.
2kill
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Is there any chance we could make the losing teams "pity" reward not such a joke, like maybe 1/3rd or 1/4th of winning teams?
I got 816 RP for losing, which may sound nice, but when you account for the average of 11k that was gotten among the winning teams (15k for their terrs), its kinda silly <_<
I think people think lanc is overpowered because it has reached the progression level above all the other ships currently. What I mean is, when spiders first got level 2s, and not many people could take them, spider was overpowered. When javs first got level 2 bombs, they were overpowered. Now that lanc has level 3 spam, people say its overpowered, not javs or spiders. And when a jav does get level 3 bombs, people will say thats overpowered, not lancs. So it seems that people may want more even progression between the ships, although I think that would make it less fun :/
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maybe after 60 minutes the bot can change the timer to countdown from 0:20 or 0:30 instead of 1:00. 'sudden death'
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Spiders definitely get a lot more powerful when they get that fast-firing multifire.
Overpowered with the ridiculous number of full charges at the moment but all the ships with great firepower or armor are going to be overpowered until it is fixed.
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