also, i would like to propose a third time system:
both teams would start out with 10:00 on their respective clocks.
when a hold is established, their time begins counting down.
when neither team has a hold, neither clock counts down.
first team to reach 0:00 wins the round
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Also, I unlocked L2 bullets for the terr today, and I gotta say that I think it takes a bit too much energy to shoot one. Over half of your max energy (at the rank you unlock it) if specialized as Scout, which makes it next to useless because shooting one bullet puts you in L1 bullet death territory. I know it should take more energy than an L1 bullet, but I don't think a bit of a reduction would be unreasonable, because for most people it makes more sense not to upgrade to L2 guns at all.
Just sayin'.Last edited by Stabwound; 11-26-2008, 04:07 AM.
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I agree that the max bursts should be higher than 3, but it should be noted that the terr is my main Distension ship. :P I don't see how the spider's new multifire super isn't equally as "random/lame" (if not more so than) having a larger stock of bursts saved up. Besides, bursts in Distension are neutered by sharks, and any competent team is going to have at least a couple of them. A super'd spider often just tears through an enemy team like butter, and we haven't even seen one with level 2 bullets yet.Originally posted by Raible View PostMost of what you said is incorrect/misleading, but I don't want to start the argument again.
Let's just say to increase the number of people playing terr, you might set the max number of bursts to around 5. It'll be as fun as spider multi super, only much rarer.
Five bursts seems like a pretty good number to me.
I also agree that 160UP for the second burst upgrade is ridiculous, especially considering the fact that 50% of the time I spawn I'm prized a free second burst by the time I make it to a flagroom, anyway.
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sigh
i can't kill 100 sharking in 20 min , it is impossible , i hope dug do something about it...
I played distension since when beginning ,
now I can not play , cuz was locked lancaster
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,-----------------------------------------------------------------.
| END OF BATTLE 2: Victory for INTERGALACTIC PLANETARY, INC. (1) \
.================================================= =============================.
| Total award: 4539.0 RP 71% for 10 on support -> average 324 RP |
| Hold percentage: 99% 28% for 11 on attack -> average 117 RP |
}====== MVPs ================================================== ============{
| Holds: Shock Therapy, McVicar, The AnBreaks: N/A [0] |
| FR Kills: Shock Therapy [24] TeKs: Shock Therapy [9] |
| Gen. Kills: DaKo [57] Best Ratio: B4sERmaN75_X [2.86:1] |
| Best Streak: B4sERmaN75_X [23] RP: DaKo [1223] |
.================================================= =============================.
Round time: 10:54 WAR STATUS 0 [ |= ] 1 2 MORE NEEDED FOR WIN
Why didnt I get lanc for this? That is well over 5 kills / min in a 10 minute round.
EDIT, nevermind, got it next round, 138 kills in a 20:42 round -.-Last edited by dako; 11-25-2008, 08:33 PM.
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Re: bursts
Most of what you said is incorrect/misleading, but I don't want to start the argument again.
Let's just say to increase the number of people playing terr, you might set the max number of bursts to around 5. It'll be as fun as spider multi super, only much rarer.
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Two things:
1) Hold and break rewards:
The hold and break rewards seem to be extremely small nowadays. Are they intended to be this way? I remember them giving a nice amount of RP at some point in beta, which added more incentive for getting the flag. At the moment, the amounts are totally insignificant in comparison to the other rewards.
2) Shark reps and Wb bullets:
I would also like to continue the discussion about Shark reps and Wb bullets. I think the repels were nerfed at some point and even the Wb bullet speed may have been increased. Whatever the case, I feel that the reps could use a little fine tuning in form of a slight range or power increase. Like I stated in a previous post, it is almost impossible to rep a Wb bullet with the current settings, which is silly.
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So, why not have the thing run from 11-4 EST (for European players) and 7-12 EST
this would be nice
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Qan/Dugwyler has had enough time to talk with cheese over the last year to be able to get a picture of how he acts. If he trusts him with the game, you probably should too.
in other words,Originally posted by Raible View PostThere was enough moaning about the seeming randomness of flagroom-burst in beta, as opposed to the spraying of bullets in the general direction of the enemy team I guess, that the terr was eventually limited to holding 3 bursts with the 2nd one as an upgrade being made this expensive.
bursts are lame, random, one-hit kills.
We want to limit how many random one-hit kills we encounter
Since regeneration is very necessary (for portals) and portals and bursts regen at the same time, and the terrier can attain high levels of regeneration, we need to limit the initial amount of bursts you can have (not so with portals).
So in an effort to give terrs lots of portals, but limit the number of bursts, the UP cost was made high enough to preclude most people from buying the second burst.
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There was enough moaning about the seeming randomness of flagroom-burst in beta, as opposed to the spraying of bullets in the general direction of the enemy team I guess, that the terr was eventually limited to holding 3 bursts with the 2nd one as an upgrade being made this expensive.Originally posted by Peace_Maker View PostIs the second burst for a terr supposed to cost 160 UP or is that a typo? That is 16 games worth of points. Not that I need it, just seems really high.
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Distension scheduling
For you non-readers, I've bolded everything important.
So now that I've become a Distension convert I was thinking last night about the scheduling. Right now I think it's a problem that we're at the whim of the host as to when the game ends and I think we can all agree that some sort of schedule, no matter how basic, is needed.
As far as I know there are two issues with scheduling:
Equal time for every timezone
Intermitant enough that the zone doesn't die and people don't get bored.
If there are more, please post them.
Obviously distension isn't going to run during TWL. (On second thought that might not be obvious, but it should be.) I would also presume that most squads during the TWL season will want to practice rather than play distension, so that knocks out the weekend until after 6 PM EST. With that being said, I'm not even going to try to come up with a weekend schedule.
So, I think there are a couple of solutions. The easiest would be to just run distension all day/night on select days of the week. Say, maybe, Monday Wednesday Friday].
This would greatly increase the amount of time distension is running, though, which I don't think is the general goal.
So, why not have the thing run from 11-4 EST (for European players) and 7-12 EST for those of us from North America? If this seems like too much time you could set days for it as well.
There are a lot of ways to do scheduling and not favor one continent over another, these are just two possibilities. Also, I don't think it would be that hard to code the bot to autostart at a certain time and *zone for itself so that staff can merely be part of the supporting cast rather than the gatekeepers of everyones happiness.
I think we can all agree we need some sort of schedule, so let's get the fucking ball rolling. Post your solutions if you think they're better than mine.
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Is the second burst for a terr supposed to cost 160 UP or is that a typo? That is 16 games worth of points. Not that I need it, just seems really high.
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