found the warp spots - cool! but any way to make em work faster, like as soon as you touch (like barwarp in javs) or has it specific reason for being delayed?
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umm this is during free time in the test and we just won and my !status did update to tell me of how many ranks I need to level up to cadet 1st class this is the second time this happened does it not update during a test?
I was testing with ver and they need to be faster at least the outside of base cause your sitting there just getting killed before you get warped
test just ended and I didn't get a chance to !status to see if it changed from 6 more wins needed will check next testLast edited by 2kill; 03-04-2008, 06:13 PM.
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About today's test:
- I never got jumpspace thingies for my jav with 2 upgrades. It was never charged.
- I got OPS today. I couldn't use it until after I had won another battler AFTER getting my officer rank. I also got a rank for my ship at the same time so that might be another trigger for it.
- OPS was kinda weird. First as I was level 0 (and had no UPs) I couldn't do anything but use the radar so I had to basically just wait to get profit sharing. Then I tried manually entering a ship and it allowed me to fly around as a lvl 0 ship and be OPS at the same time. I think I actually got RP for the OPS by getting kills with my ship... Anyway, it was way more fun playing the ship than sitting in spec waiting for communication points :P
I think I also lost participation once by trying to change ships while playing around with OPS. I don't remember what I did exactly but maybe I changed from a ship to OPS or the other way around.
- Spiders are still too powerful. I actually got decent kills with my lvl 0 spider. Anyway, they feel like they could use a little tuning.
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Alright so I played seriously. In the terrier.
7 portals? Sweet Moses! Very easy to stay alive in FR especially since I don't use guns at all anymore.
UNTIL
I used assist and had to play against acidbomber. This just killed all the fun because I was antiwarped all the time. For me the difference was HUGE between playing against a team without antiwarper vs a team with one.
I wonder if anyone wants to play terr if there are 2 or 3 spiders antiwarping the entire flagroom?
What mjoll said. Either drain energy so it has to be used wisely or reduce radius. I'd like it if the antiwarping spider had to stay back, not assaulting, then he can switch between anting terr while teammates get it and attack when not.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
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I played again yesterday for the first time in a while again in a spider and my old weasel with a decent rank.
First thing: The spider ranks up really easy compared with the weasel, even at level 10 or so I found it easy to get loads of kills and streaks. Also it's energy is so high it is not difficult to shoot 6 shots in a row at a relatively low level (which kills most other ships in a flagroom). You may need to make it start lower and the upgrade effects bigger so the increase in strenght is more linear than it is atm. The difference between a level 10 and level 20 spider is relatively small.
Played with the weasel also as a suicider on terrs. I find it hard to get a 1:1 rec or above with it due to my strategy, as usually all other ships (even those half my level) outmanoever my weasel easily 1 on 1, even though I put all my UP in movement and level 2 bullets. It did work pretty well I have to admit, the rocket seems te be balanced now as well, it's fast but doesn't allow you to rocketrape someone from all acros the flagroom. Not sure which terrs I kept killing all the time, but I wonder how it looked like from their perspective. The only thing I feel may improve the weasel is making it either recharge a little bit faster or let it have a bit more energy stock, as I noticed all level 1 strays that hit me make it impossible to do anything.
Notes on other ships; The lancaster looked really lame today, I saw a bunch of people playing it and not one of them posed a serious threat, not even wagyo (I think) who was around level 40? Movements were slow and time between firing was excessive.
Javs, Ship looks fine, but blast radius is ENORMOUS, similar to a lev bomb in pub (even at level 2). Not sure if this usable, B Rabbit seem to get loads of tks due to it as well, but could also clear out entire FR with 1 bomb.
Warbird: Seemed ok, insanely fast (can't catch up with them to kill em) but shots not overpowered. Would say warbird is now balanced (hard to kill, but doesn't rack up the kills as fast as a spider)
Sharks: Seemed ok, but cool down time between bombs was a bit too short I would say. Laying a whole line of bombs was a bit too easy. Availability of repels seemed a bit on the high side, but not too bad.
Ters: Seemed to be able to port all the time, not too bad though. More concerned about the speed of their shots. Terrs can take on weasels easily if they are uncloaked and don't have a rocket.
Leviathan: Not really sure about them. With the Jav bombs now being so strong I would pick a jav over a leviathan all the time, what makes it worse is that the Lev EMPs everyone, but doesn't kill them, costing you needed XP. Not many of them around as well, mostly javs, so apparantly other people share my opinion a little bit. Maybe solution is to make the blast radius of the lev bigger and the jav smaller."... I have promises to keep, And miles to go before I sleep." -R. Frost
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Lot of great balance suggestions. Here's what I've done today:
- Levi regular bullet fire energy reduced slightly. They probably need something a little better after they were taken off the profit sharing dole. This is geared toward keeping it mostly a gunning ship.
- Lanc regular and multifire energy reduced, as were fire delays for both. I think Lanc is one of the hardest hit by reduction in L2 energy damage, as it has lowish recharge, is slow, and its bullets don't exactly move like lightning. This may fix it up a bit.
- Spider is no doubt presently doing well especially at low levels due to the reduction in L2 bullet damage. In proportion it became stronger. I may reduce L2 bullet damage again just slightly, but afterward also reduce bullet energy fire costs for all ships starting with L2 to compensate.
- Spider AntiWarp energy cost greatly increased and range slightly reduced. It now does a slight drain at 10 levels of recharge. Before, for some reason I was basing the cost on having much less recharge. This should patch it up. Let me know if it needs more tweaking.
- Weasel. Ah, Weasel, the lucky bastard. Vengeful Bastard now gives assist bonuses if it leads to the person's death within 5 seconds (1/2 RP earned by winrar). May adjust that time, depending. VB now also has more interesting options, such as firing Ops abilities. Generally speaking the normal engine shutdown will only happen half the time, with the other more interesting things coming up much more often now. Also, Weasel streaks are worth slightly more than for other ships, and Weasels making a BTeK get DOUBLE RP rather than +50%. They also now earn +20% for regular TeKs.
- Ops should now be given on the round you win the battle if you go up a rank.
- Jav JumpSpace ability should be mostly working. Automatically given at rank 15. There are negative penalties to using it, though; they go away the more you upgrade, and you can jump further with higher levels as well (how far you go being based on that and how fast you're presently moving).
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Maybe solution is to make the blast radius of the lev bigger and the jav smaller.
A lv2 bomb is the same for every ship.
Which is why I have been, and still am suggesting to raise the emp bomb from 35% real damage to 45%...
also: stop ending dist early =(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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(Bolding changes for easy tl;dr skimmers)
Verg: could you have been TKd? Other than that I don't see any reason why the streak wouldn't have been reset.
Cheese: Trying out lowered bomb radius today. To compensate, bomb firing costs for Jav are reduced slightly, and bomb damage is increased, so that a very close-striking bomb (nondirect) will actually hurt more than before the change, though not by much. Levi bomb damage has been upped slightly, to around 1150 for a direct hit, and the EMP time was reduced very slightly. Also, L2 bullet damage dropped yet another 50 energy, for what I hope will be the final adjustment to bullet damage. To compensate for the series of L2 damage reductions that I believe have worked to make the Spider somewhat dominant lately, firing costs are reduced for ships that start with L2. About stopping Dist early, can't say as I know what you're talking about, unless it crashed.
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So im playing distension, and the game has been at a standstill for about half an hour now.
Why?
Freq 1 has 13 players in
2 lanc
1 wb
2 spid
3 shark
5 terrier
come on now, should there not be a limit to the number of terriers? Its impossible to remove them all from the flag room without another coming in before we can kill the rest. With all the sharks, my jav is having a really hard time killing these things, as they attach to the terrier, spam their 3-6 reps, and suicide someone. Now I know we need to have basing ships, but the 5 terriers in right now spawn with a total of 11 bursts per death. When they all attack at the same time, thats 33 bouncing balls of death flying around the fr.
Id say i hit about 90% of bombs that arent repped, and am currently 21-49, with zero tks.
This is silly :PCheese!> 13 in base is enough for a 7v7
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and that freq got its well deserved loss in the end and gave the other one an average of 13k rp. there is no need for a limit because the system works and the retarded 5 terr team team lost 13k rp to the less retarded 2 terr team.
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Originally posted by dako View PostSo im playing distension, and the game has been at a standstill for about half an hour now.
Why?
Freq 1 has 13 players in
2 lanc
1 wb
2 spid
3 shark
5 terrier
come on now, should there not be a limit to the number of terriers? Its impossible to remove them all from the flag room without another coming in before we can kill the rest. With all the sharks, my jav is having a really hard time killing these things, as they attach to the terrier, spam their 3-6 reps, and suicide someone. Now I know we need to have basing ships, but the 5 terriers in right now spawn with a total of 11 bursts per death. When they all attack at the same time, thats 33 bouncing balls of death flying around the fr.
Id say i hit about 90% of bombs that arent repped, and am currently 21-49, with zero tks.
This is silly :P
Other notes about today's test:
- I didn't like the smaller radius change. The damage increase didn't do anything noticable so it basically just made Javelins weaker. Also, the amount of kills I was able to get was reduced a lot.
- The jumpspace didn't really seem to work very well. It seems it worked pretty rarely and most of the time it made a random warp to a wrong direction or just warped you to the same spot.
- Terriers were bursting way too much for the basing to be skillful. It was just a suicide fest for the Terrs. I think the Terriers should not get bursts prized after getting an escape pod. That just makes Terriers want to kamikaze so they can burst again. They also seem to get the escape pod A LOT.
- Spiders are dominating. An example: Zei's level 30 spider got 3 levels + 80% of a level today. He also got way more RP than my Javelin when we compared the RP amounts after an hour of play. My Javelin is level 46.
- Level 1 bullet damage is very high and I bet it's starting to get close to yellow bullet damage. Notable mostly in spiders and sometimes the Terrs.
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Originally posted by Fluffz View Postand that freq got its well deserved loss in the end and gave the other one an average of 13k rp. there is no need for a limit because the system works and the retarded 5 terr team team lost 13k rp to the less retarded 2 terr team.
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Played levi again today: Bullets may be cheap but still cannot fire very fast and they are slower than the bomb (which is still fun but only good at earning RPs if you can find weak ships to aim it at). I foolishly keep upgrading my armor as that is about the only thing I have the UPs for in a single level. Unfortunately vs a bunch of terriers bursting all over the place all this armor is completely useless and as a levi I can forget about dodging terr bursts.
Requesting terrier limits.
Would like to see more power or a small support bonus back.
Any chance of a levi ability that gives chance of full charge after warp or attach? I will never get enough recharge to get all that energy in a hurry and attach-kills are so annoying when you are a tank!
P.S. If the EMP on my bombs was at all effective I couldn't tell from my end. Anyone from the opposition want to comment?Last edited by Viruk; 03-06-2008, 05:08 PM.
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