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  • Originally posted by jngy slate View Post
    How do you know if you're an officer?
    !status to the bot
    SSCU Trench Wars Local BanG Operator
    SSCU Trenchwars SModerator
    Trench Wars Extreme League Head Operator
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    1:Rudy> We don't let Barton out much
    1:Rudy> He has a habit of touching things he's not supposed to
    1:Rudy> Like fire, and boobies

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    • Originally posted by PH View Post
      oh, and for the love of god, please do the same thing to ports. a terr getting away from me once, maybe twice, ok, i can live with that. but it's pretty stupid when they're warping away from 5 or 6 consecutive shots. i understand they put a lot of UPs into it and all that, so spare me that textual diarrhea.
      okay... max ports is set at 4 so if you were shoting at them consecutivly and they were luckly enough to hit the 30 secs regen in the middle of it they would be able to warp from you 5 times and then be out of ports and have to wait 20-30 secs to get a port... meaning that you drained them of all their ports and made them weak to your teammates. consider that you have to make the terr fun to play cause we all know what happens when no one terrs... true this shouldn't be a be all end all agruement for the terr but, the terr isn't the most powerfull ship out there and it still dies... I know from watching in spec with ops. Even with a port if I come up to one spider that has a good super going I can pretty much say I'm dead cause unless my port is outside fr (which is rare or something else happens randomly that helps me) it can just change direction and kill me

      2kill

      [Edit: this pretty much sums up my post. why did I write so much? lol]
      You can't just keep nerfing the terr until you're able to kill them under any circumstance

      Comment


      • Originally posted by gdugwyler View Post
        • New Terr !summon ability. Terrs can summon players who are not in the FR to their current location. This ability is given to all Officers, as it is an order, but can also be "upgraded" in the same way as an ability. So you can purchase it pre-Officer for the first level if you wish, and it will bump to the second level. The second level allows summoning of sharks by using '!summon s'. The third and final level allows even currently dead players to be summoned, essentially reviving them instantly. (Note that this requires many, many round wins and the investment in the ability.) Each level also reduces the delay time between summons.
        • !summon for non-Terrs toggles whether or not Terrs can use this order on you.
        • Terriers now receive 8% regen of bursts per level of the ability, rather than 10%. Ports still are regen'd at 10%/level.
        About the new terr ability, tried it today. Most of the time I wasn't sure if it was working or not. Maybe it wasn't because I'm not an officer? I'm not sure if I am, it tells me I'm leutenant of something when I PM !status to the bot. And how often am I allowed to use it?

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        • agreed, dont touch terr.
          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 jngy slate View Post
            About the new terr ability, tried it today. Most of the time I wasn't sure if it was working or not. Maybe it wasn't because I'm not an officer? I'm not sure if I am, it tells me I'm leutenant of something when I PM !status to the bot. And how often am I allowed to use it?
            ya it wasn't working for me either... though I told dug during the test so he knows

            Comment


            • Originally posted by PH View Post
              8% isn't enough, i'm still choking on bursts any time i go near the flagroom. i know terrs need some sort of self-defense, but this is really getting out of hand.

              oh, and for the love of god, please do the same thing to ports. a terr getting away from me once, maybe twice, ok, i can live with that. but it's pretty stupid when they're warping away from 5 or 6 consecutive shots. i understand they put a lot of UPs into it and all that, so spare me that textual diarrhea.
              In a recent game where I was playing weasel I still found bursts one of the major causes of death and I was small enough to halve the chances of them hitting me. Today after the change, bursts were still the major cause of death for me while defending the FR entrance as lanc - terriers still had enough to use them offensively rather than for the defensive purpose they were mainly designed for.

              Ports I don't mind so much about - if they become a big problem then switching to spider with antiwarp ought to partially counter them but there isn't anything good against bursts.


              35 minute stalemates
              Not sure why this is happening but I feel cheated when a game is forced to a draw after only 30 mins or so. I imagine the people who really liked the long games are even more disappointed. If people had voted for an early stalemate I would accept it. If the game had ended with a win at 30 minutes this would be ideal. If it had been forced to stalemate after 50 minutes I would be glad to get some points after all that fighting and eager to have a break. When it moves to stalemate after only 30 min when the battle is still in full swing it is very frustrating.

              Comment


              • bursts are the #1 cause of death to my levi.
                its really annoying to be on a streak of 8, not have had any newbs on my team suiciding on my bomb, to be killed by some stray burst that appears to be going to miss my 18 radius levi (btw make it 12-14) lame me shortly after i get my 9th kill, preventing me from getting the streak of 10.

                also, i loved the long games, and i really hate this stalemate thing.
                it might be acceptable if it were at 60mins.

                • tks shouldnt end streaks, whether killing or dying
                • radius should be 12-14
                • less bursts
                • 60 minute stalemate
                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


                • Just thought that I would post this (save dug the trouble)... the stalemate was changed to 35 minutes cause staff complained about distension going well over its one hour. the stalemate will go back to 50 minutes when the game is released

                  2kill

                  P.S. I like the long games too and don't shot the messenger

                  Comment


                  • Originally posted by roxxkatt View Post
                    tks shouldnt end streaks, whether killing or dying
                    If TKs don't end streaks for the TKer, it may become more profitable to ignore teammates in all situations in favor of taking the -RP TK penalty but earning the streak reward. I'm not willing to do that.

                    Now what's this about changing ship radius? Why do you say it "should be" anything but the standard value? All ships are the same radius except the Weasel and I don't see any reason to change that from stock TW settings, unless there's a general agreement in the community.

                    I'll reduce burst frequency just a very slight bit more, but I'm not looking to nerf the Terr -- just make it more skill-oriented. If necessary I'll give it other special options for Officer or Flag Officer Terrs, that sort of thing. For example, might make EMP work a bit more effectively. (How often is that used these days, by the way?)

                    Also, fixed up summon. It will now give feedback at all times, telling you how many players were summoned, if any. If none can be summoned, it will not use the ability, and if you aren't yet cleared for the next summon order, it will tell you exactly how long you have to wait.


                    Important: Javs - Opinions at present? Was the second nerf too hard? I felt the first didn't adequately adjust. Regardless, I would like to keep the slower shrapnel to keep the overall luck/lame factor down to a minimum. But I'm open to reducing the cost to fire L2 a slight bit.

                    Comment


                    • it may become more profitable to ignore teammates
                      but people who dont know what theyre doing, or malicious people may be ending more streaks then tkers aiming for 1 blue dot in 10 yellow dots...



                      also, would it be possible to use the US Navy ranking system instead of the current one? theres more ranks to use, and they sound cooler =S



                      and could there be a rank picture below the progress bar, and a fast rearm picture for ops, so they know when its on?
                      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


                      • TKs no ending streaks for person that got tked is ok. Punish the tker and make javs aim is even better!
                        Why crippling terrs? Because 1 player complains about bursts? There are 3-4 terrs in the game per freq, and their only defense is burst... fire a bullet and you die to any ship that hits you. Terr is not overpowered.
                        EMP is used frequently, and it works. I get EMPed at least 4-5 times in long rounds.
                        Will test summon today, thks for looking into it.
                        I didn't notice javs that wipe out entire team, but they still get 4-5 kills with 1 shot, which is not so bad. Imo, jav is good now (speaking from the perspective of jav's target).

                        Comment


                        • yuh, energy cost for L2 bombs is too harsh, definitely. Some 1500-1600 would be more bearable. I dont mind shrap being slower, that's good, but you also reduced the damage they do quite a bit.

                          Comment


                          • Little bug involving streaks: killed ase, he respawned, attached to ajant and exactly then i kill ajant (and ase too). I understand that for the double kill that the streak doesnt count, but it didnt count the kill I had with ajant as well.

                            here, if it would matter: the msgs from the bot (so in a 5 sec span or sth)
                            Distension> +155 RP: asesino-en-serie(33) [x4.7 beta] Streak: 2
                            Distension> +319 RP: Ajant(57) [Terr: +20%] [x4.7 beta]
                            Distension> +155 RP: asesino-en-serie(33) [x4.7 beta] Streak: 2

                            Comment


                            • anyone noticed the complete lack of levis lately? today i saw one lev playing in a round with 40+ players and i thought "wow, wtf, a lev". Even i dont ever play my levi because it's so utterly boring no matter what build i try. If i want to get good streaks i rather pick wb or spid or lanc and if i want to bomb the shit out of the base, jav is obviously my choise. There's just nothing appealing in lev anymore

                              Comment


                              • In case of "stalemate", i.e. time running out, the winner could be determined by the total time of flags held, like in normal basing. Maybe the win bonus could be a bit smaller since it's not a "true" victory.

                                Or another option, which I'm sure has been suggested already: Why not decrease the time required for victory if the round is taking too long? It would start at 2 mins, go to 1 min after 20 minutes, to 30 seconds after 30 minutes and so on. Games would never end in stalemates. At least I would be more satisfied with having one team win eventually, even if one might then win more due to luck.

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