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  • Originally posted by gdugwyler View Post
    • Effort made to correct various issues with Ops, such as being docked properly, and being set as idle (for example, using !help will now reset the Ops' idle counter). By the way, can't remember, did someone say there was an issue with the navigation controls -- the ,# command?
    I haven't mentioned my problem with it but I couldn't get it to work I try a bunch of different ways of interpretation it but it didn't work for me so I just ‘ctrled’ on the terrs
    there's many aspects of this game that could be 'distended'
    ya your right but I did say ship settings :/ but I'm sorry I didn't make that more clear.

    2kill

    Comment


    • Originally posted by gdugwyler View Post
      [*]Added Last Breath ability for Terriers. This is an automatic (free) upgrade that activates on Terrs above rank 30 who have no Escape Pod upgrades. When the Terr with Last Breath dies in a flagroom, the ability provides a chance of giving a full charge to all teammates in the same flagroom. The initial chance is 50%, increasing 1% per every rank above 30, up to 100% at rank 80. It's all or nothing, so either it fires and all players in the FR receive full charge, or none will. I think this provides an interesting alternative to buying Escape Pod, while not encouraging too much suicide, as the terr needs to be in the FR for it to fire. If it seems too powerful the initial chance of fire may need to be adjusted.
      This one didnt work quite as I think you meant it to work. I got full charges approximately once every 10 seconds (sometimes 2-3 in a row) and I didnt see terrs die even nearly that much. At times I was able to lob multiple bombs in a row without running out of energy. There is couple of second a delay after shooting a bomb before being able to shoot another one, though, so I couldnt single-handedly wipe the whole enemy team. Anyway, too many fc's were prized.

      Originally posted by gdugwyler View Post
      [*]Frequency of army with sector hold now displayed in hold message, to troubleshoot a problem where the losing freq was given the win reward in 1 flag game. Oops.
      Still didnt work. We lost but got the victory award (yay).

      Comment


      • Lancs feel overpowered now, judging from playing against them as a spider and looking at their recs. And I mean lancs with rank around mine or even lower. They can miss me, then I shoot and hit three times, and they still have energy to shoot and kill me. That was all too common. I don't see why a ship that requires no aim has to be so powerful; You'd think it should be weak because of the multi. I have no trouble killing other spiders or most other ships regardless of their rank (with the exception of very fast ones - but that's understandable).
        </cry>

        Comment


        • This one didnt work quite as I think you meant it to work. I got full charges approximately once every 10 seconds (sometimes 2-3 in a row) and I didnt see terrs die even nearly that much
          I noticed something similar although I was too busy to estimate the numbers.

          They can miss me, then I shoot and hit three times, and they still have energy to shoot and kill me. That was all too common.
          Seems a little overpowered to me if this all happened quickly with little time to recharge. Could be explained by missed shots triggering a leech after killing someone else or these full charges mentioned above I suppose. Perhaps we can test it in one of the next games?

          Comment


          • Originally posted by Joku Ugo View Post
            Lancs feel overpowered now, ... I have no trouble killing other spiders or most other ships regardless of their rank
            you realize you just said spiders are overpowered?

            anyway I agree with you that the lancs might be slightly overpowered. They are really strong but keep in mind that it is a special unlock... well I don't know exactly what that means or how you will get it hopefully it will be one of the last ships unlocked and will be fighting ships well above it with out the RP multiplier... its a tough call for me. you want it powerful enough that it could draw people to it from the ships they were levelling before but not to powerful that its a no brainer... maybe lower the % of times leech fires, but have to be careful cause before leech it was a pain to play maybe increase firing delay? or maybe just multi's delay making that if you want to have multi off and aim your shots you can shot more often. These are random ideas just firing them off

            also another possibility is to make leech and multi mutually excusive I don't know whether that would even the playing field or not… comments appreciated

            2kill

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            • BATTLE 4 ENDED: Intergalactic Planetary, Inc. gains control of the sector after 69:43. Score: 0 [ |== ] 1

              I think 70 minutes is way too long. It got pretty monotone after a while and it kept going on and on..... then one terrier lagged out and that was it for the game. Anyway, I think the games shouldn't take this long. It was actually like 12v16 or 12v17 for quite some time and the other team just couldn't win no matter what.

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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.

                Comment


                • maybe after 60 minutes the bot can change the timer to countdown from 0:20 or 0:30 instead of 1:00. 'sudden death'

                  Comment


                  • 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 :/
                    Cheese!> 13 in base is enough for a 7v7

                    Comment


                    • Originally posted by Aquatiq View Post
                      maybe after 60 minutes the bot can change the timer to countdown from 0:20 or 0:30 instead of 1:00. 'sudden death'
                      ok a few ideas playing off this one:

                      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

                      Comment


                      • Perhaps make the energy required for warbirds to shoot red bombs a little lower?

                        Considering all the other fighters can easily do it. =(

                        Comment


                        • 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

                          Comment


                          • 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.

                            Comment


                            • 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.

                              Comment


                              • Originally posted by alinea View Post
                                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.
                                I have also recently fallen in love with the lanc - likely because it is overpowered. It is nice to be able to get 20% leeching fairly early on, and I don't find THAT too overpowered. The problems seems to be that by rank 40 you can have 60% leeching for what is a reasonably small cost in UPs.

                                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.
                                TWLD CHAMP x1 Fierce (Benched 100%)
                                WORKOUT TITLES:

                                BENCH MAX: I don't sit on benches; I can't get back up
                                CURL MAX: An entire ham
                                SQUAT MAX: 566lbs
                                DEADLIFT MAX: 566lbs
                                WEIGHT: 566lbs HEIGHT: 5'1" (Medically impossible, according to Discovery Channel)
                                BODYFAT:97%
                                TIME SINCE FIRST WORKOUT EVER: Whatout?

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