+10 rothe. Maybe a vote would be good but only for the "noobs" who don't know the difference.
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NEW Pub LEVI and Small X in Testing
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I complety agree with qan!
Also, I've spoken to a couple of players who have said they've been playing tw non-stop since the big lev has been bought back, even a player from another zone said that! So that's a positive thing!Last edited by Funky Hobo; 02-03-2016, 10:33 AM.
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Originally posted by rothe View PostIf your going to give one ship a huge advantage over every other ship in the game. See that it is openly being abused already as if LT wasn't abused before this change to L3 what do you expect the end game to be? What balance are you looking for when one ship can destroy every ship in base. No other ship has ANYWHERE near that ability.
The way I see it (not saying this is how it is, but this is my personal perspective): Some of TW pub is about playing in a way other people don't always like, messing around a bit. You are free to do as you please, though basing is generally rewarded more than other kinds of play. So you can duel in a WB around the safes, you can just spawnkill, you can mine the tube as a private freq shark, you can Weasel levis in spawn to your heart's content, and you can also LT. Traditionally, Levis have had L3 bombs. They were changed to L2 in the last couple of years, but we put a graphic over them so they didn't appear yellow and LTs would not get so angry. (Not a big fan of this cover-up, though I can sort of understand the reasoning.)
Levis are incredibly disruptive, especially on a good terr. They can get that 10-1 K/D you talk about (so long as they aren't getting spawnkilled relentlessly). But this chaos has always been part of TW. It's ridiculously fun being that Levi or LT, doing the killing. It's incredibly aggravating being killed by it, but also very satisfying running it down like a dog.
My end goal is to allow that range of emotions, but offer a way to vent your frustration when people piss you off, in a way that still requires some skill. (Thus Roofturret is quite expensive, as it's a very low-skill response to Levis.) That's pretty difficult, but I think it's a worthwhile attempt. If we finally come up with some working balance for Levis with L3, we'll have achieved a long-held dream. I'm not saying it can be done. But I'd like to see if we can.
The thing you seem to have forgotten or maybe i member it wrong but what kept the small X in balance was that when it was cloaked there was a large drain on power. So yes you can sneak in and grab flag but there is a good chance with terr in base you will die.
Also old X made user make a choice between shot or stealth. X's were faster than jav with their boost. It was too hard for most that's why it was changed or so I was told. The grabbing flag came in because squads only would terr for their squad and xradar changed and was only available to 2 ships. Is the problem with the ship? Or how players use the ship? That is what we used to ask.
It's an excellent question you ask: "Is the problem with the ship? Or how players use the ship? That is what we used to ask." You can prevent players from using a ship a certain way through restrictions or addition of rules, without modifying its settings. But in some cases, the settings themselves enforce hidden restrictions or rules. It's a very difficult problem, and we can't pretend it isn't. We can only experiment, discuss, revise, reiterate...Last edited by qan; 02-03-2016, 10:10 PM."You're a gentleman," they used to say to him. "You shouldn't have gone murdering people with a hatchet; that's no occupation for a gentleman."
-Dostoevsky's Crime and Punishment
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LEVI fans rejoice, guns are now 500 energy to fire. 2 sets of bullets can now be fired to kill an enemy with 1500 energy, and with current recharge rate a 3rd shot is NOT far behind! This makes the guns very effective again!:ship4:-:sneaky:Last edited by bounty; 02-05-2016, 02:00 PM.sigpic
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Originally posted by bandcampgirl View Postcan we fire qan and get someone else to fix the ships plz
Originally posted by qan View PostRe: SMALL WEASEL, I'm going to be trying some settings myself. Unfortunately I can't find an arena with the last used small weasel settings. (Trying to keep this from happening again by creating backups of all major settings we change, especially pub.) So many combinations and tweaks are possible.
I'm going to do something a little unorthodox, but something that as the new dev sysop guy I feel more comfortable doing than I would have in the past... Here are the settings for the current large Weasel. TW settings used to be some sort of protected holy esoteric knowledge, but especially Weasel? Not so much. So here is what we have. If you guys want to come up with your own weasel, try making your own server or the like, or just try modifying these numbers and I can put them up in an arena for you so we can test them. Note that for small Weasel, energy has traditionally been a little over 1000, less than 1040, so a L2 bullet kills it in 1 hit, Radius=7 so it can get through holes, and it's not had access to stealth. But it still COULD have access to stealth, larger energy, even smaller radius, etc etc etc. Don't let preconceived ideas limit you too much. The goal is to make a ship that works in pub, not ape the past.
Code:[Weasel] SuperTime=1 ShieldsTime=1 Gravity=1500 GravityTopSpeed=100 BulletFireEnergy=208 MultiFireEnergy=242 BombFireEnergy=32000 BombFireEnergyUpgrade=0 LandmineFireEnergy=32000 LandmineFireEnergyUpgrade=0 BulletSpeed=1000 BombSpeed=1 BulletFireDelay=40 MultiFireDelay=40 BombFireDelay=30 LandmineFireDelay=20 MultiFireAngle=888 CloakEnergy=800 StealthEnergy=500 AntiWarpEnergy=32000 XRadarEnergy=32000 MaximumRotation=130 MaximumThrust=24 MaximumSpeed=6000 MaximumRecharge=1250 MaximumEnergy=1020 InitialRotation=130 InitialThrust=12 InitialSpeed=1200 InitialRecharge=1250 InitialEnergy=1020 UpgradeRotation=0 UpgradeThrust=0 UpgradeSpeed=0 UpgradeRecharge=0 UpgradeEnergy=0 AfterburnerEnergy=4000 BombThrust=0 BurstSpeed=1 BurstShrapnel=1 TurretThrustPenalty=0 TurretSpeedPenalty=0 TurretLimit=0 RocketTime=150 InitialBounty=3 MaxMines=0 RepelMax=1 BurstMax=0 DecoyMax=1 ThorMax=0 BrickMax=0 RocketMax=1 PortalMax=0 InitialRepel=1 InitialBurst=0 InitialBrick=0 InitialRocket=1 InitialThor=0 InitialDecoy=0 InitialPortal=0 BombBounceCount=0 CloakStatus=2 StealthStatus=2 XRadarStatus=0 AntiWarpStatus=0 DamageFactor=3000 PrizeShareLimit=0 AttachBounty=3 ShrapnelMax=0 ShrapnelRate=0 MaxGuns=3 MaxBombs=0 InitialGuns=3 InitialBombs=0 EmpBomb=0 SeeMines=0 DoubleBarrel=0 SoccerBallFriction=12 SoccerBallProximity=64 SoccerThrowTime=1200 SoccerBallSpeed=2500 SeeBombLevel=2 DisableFastShooting=0 Radius=0
3:Wax> ard and i snapchat all the time
3:Wax> we play virtually tummysticks
3:i.d.> da fk is that?
3:Ardour> we basically are each others personal psychologist
3:Shadowmere> i.d., Wax breaks keyboards playing SubSpace. Best not ask him what anything is.
3:Wax> Tummy sticks is the situation, commonly referred to as a game, in which two erect men cuddle closely and face-to-face causing their two erect penises, or sticks, to push upwards between their stomachs, or tummys.
3:Wax> Sticks combine with tummys, hence the name "tummy sticks."
3:Shadowmere> LOL
3:i.d.> Oddly, that's close to what I thought it was...
Best> I never cooked a day in my life
Deft> beat by a guy who plays ss on his cellphone
Shadowmere> Rofl
Up in ya !> With his feet
Deft> no kidding, redefining l44t
Up in ya !> l44t feet
Deft> l44t f44t*
Up in ya !> Twinkle toes
Deft> he had l33t f33t but he practiced
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NEW !deploy LT hunting option
LT hunters now have a new weapon in the arsenal against those pesky pro LTs. The new weapon is called !deploy - ships 1,2,3,7 can pm the tw-pub with !deploy to be warped to roof instantly any time during a round, to a random spot up top near rock ring. The first use is free then 500, 1000, 2000, 4000, 8000, etc. pubbux for each use thereafter. Deploy count resets after each round.
The LT hunting freq 99 can deploy from anywhere in the arena, whereas anyone else must be inside base.
This will make for intense hunting and element of surprise, and possibly a new dimension to the basing game. :rifle:Last edited by qan; 02-07-2016, 04:45 AM.sigpic
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Had to edit that one for clarity. Sorry about that. Bounty.
Many items are also receiving a cost cut, as their application has shown to be somewhat limited with the new !buy zones. Of particular interest is the cost of Antiwarp, which has been significantly reduced to help deal with the LT menace. Give spider + anti a shot the next time you look to go hunting."You're a gentleman," they used to say to him. "You shouldn't have gone murdering people with a hatchet; that's no occupation for a gentleman."
-Dostoevsky's Crime and Punishment
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I've read this entire thread and I'm liking how Qan attempts to take all input on board and compromise to get the best results, effectively working with the community. Don't think people consider the fact that we could easily have this fool that does what he wants without any regard for the rest of us.
What I'm actually wanting to post about is something that doesn't seem to have been considered yet. People say a whole range of things about the cloaker, but as a pretty decent lev/terr/jav myself I would like to point out that a decent cloaker on the enemy team can have 1 more consequence, which is to do with the base terrier.
A decent base terrier that preserves their energy, can and will frequently survive when they see their whole team blow up by a big lev bomb blast, due to its high energy level and recharge rates being what they are. This survivability is from experience only available to the terrier when they do NOT use x radar. What has not been said is that while the terrier is FORCED to keep x radar enabled at all times due to this decent pesky cloaker that just won't leave flagroom alone, it leaves the terrier much more vulnerable for a longer period of time due to the reduced energy recharge rate from x radar. As a result, surviving a direct impact from level 1 or 2 bullets, and javelin bomb blasts becomes much more difficult, to the point I've actually been commenting about terriers being 'squishy' while having x radar enabled. Cloakers that are visible on the map does not actually render cloakers as weak, since high activity in flagroom will cover its blue map dot up with the blue dots from other ships flying around and so you still need x radar to effectively stop them.
As for the cloaker bullet spread.. it may have been a little big for its size in the past but as for how people used it, I don't think criticism for its high spread is warranted. It was easy enough to dodge as the cloaker just sat shooting through a gap repeatedly. You run into it, that's not the bullet spread's fault, but your own. As it is right now you can barely make out that it's actually shooting 3 bullets. The spread is very narrow. In my opinion a spread between what it is now, and what it was with the previous small x would be preferable. But in saying that.. the old high spread would allow people to dodge it by flying in between the bullets which would then not be possible.Last edited by LadyHawk; 02-07-2016, 01:35 PM.Lost in Space
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Originally posted by LadyHawk View PostI've read this entire thread and I'm liking how Qan attempts to take all input on board and compromise to get the best results, effectively working with the community. Don't think people consider the fact that we could easily have this fool that does what he wants without any regard for the rest of us.
What I'm actually wanting to post about is something that doesn't seem to have been considered yet. People say a whole range of things about the cloaker, but as a pretty decent lev/terr/jav myself I would like to point out that a decent cloaker on the enemy team can have 1 more consequence, which is to do with the base terrier.
A decent base terrier that preserves their energy, can and will frequently survive when they see their whole team blow up by a big lev bomb blast, due to its high energy level and recharge rates being what they are. This survivability is from experience only available to the terrier when they do NOT use x radar. What has not been said is that while the terrier is FORCED to keep x radar enabled at all times due to this decent pesky cloaker that just won't leave flagroom alone, it leaves the terrier much more vulnerable for a longer period of time due to the reduced energy recharge rate from x radar. As a result, surviving a direct impact from level 1 or 2 bullets, and javelin bomb blasts becomes much more difficult, to the point I've actually been commenting about terriers being 'squishy' while having x radar enabled. Cloakers that are visible on the map does not actually render cloakers as weak, since high activity in flagroom will cover its blue map dot up with the blue dots from other ships flying around and so you still need x radar to effectively stop them.
As for the cloaker bullet spread.. it may have been a little big for its size in the past but as for how people used it, I don't think criticism for its high spread is warranted. It was easy enough to dodge as the cloaker just sat shooting through a gap repeatedly. You run into it, that's not the bullet spread's fault, but your own. As it is right now you can barely make out that it's actually shooting 3 bullets. The spread is very narrow. In my opinion a spread between what it is now, and what it was with the previous small x would be preferable. But in saying that.. the old high spread would allow people to dodge it by flying in between the bullets which would then not be possible.
A lancaster bullet 1-hit kills a cloaker due to their low max energy. Javelin bombs also don't need to hit close to an x to get them out. That's two big weaknesses, plus both of those ships have a huge multifire coverage that will weaken x to the point of insta death or very low energy rendering them useless until they recharge.
So an x has no business in a busy flagroom. I've already experienced that painful fact myself.
As for the old small x and outside of ear campers shooting multifire to flagroom; the spread was so big there was no dodging those bullets. If you weren't going around the small bar at the very top of the flagroom, but instead from in front of the flag, those bullets hit you, as they covered the whole space from the bar to the cram bar. It was too big.
I do admit the multifire is very tiny now, but it was too big before.3:Wax> ard and i snapchat all the time
3:Wax> we play virtually tummysticks
3:i.d.> da fk is that?
3:Ardour> we basically are each others personal psychologist
3:Shadowmere> i.d., Wax breaks keyboards playing SubSpace. Best not ask him what anything is.
3:Wax> Tummy sticks is the situation, commonly referred to as a game, in which two erect men cuddle closely and face-to-face causing their two erect penises, or sticks, to push upwards between their stomachs, or tummys.
3:Wax> Sticks combine with tummys, hence the name "tummy sticks."
3:Shadowmere> LOL
3:i.d.> Oddly, that's close to what I thought it was...
Best> I never cooked a day in my life
Deft> beat by a guy who plays ss on his cellphone
Shadowmere> Rofl
Up in ya !> With his feet
Deft> no kidding, redefining l44t
Up in ya !> l44t feet
Deft> l44t f44t*
Up in ya !> Twinkle toes
Deft> he had l33t f33t but he practiced
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Originally posted by Shadowmere View PostMy personal view and experience:
A lancaster bullet 1-hit kills a cloaker due to their low max energy. Javelin bombs also don't need to hit close to an x to get them out. That's two big weaknesses, plus both of those ships have a huge multifire coverage that will weaken x to the point of insta death or very low energy rendering them useless until they recharge.
So an x has no business in a busy flagroom. I've already experienced that painful fact myself.
As for the old small x and outside of ear campers shooting multifire to flagroom; the spread was so big there was no dodging those bullets. If you weren't going around the small bar at the very top of the flagroom, but instead from in front of the flag, those bullets hit you, as they covered the whole space from the bar to the cram bar. It was too big.
I do admit the multifire is very tiny now, but it was too big before.
I haven't really heard anyone talk about the cloaker multifire bullet spread at all, wonder howmany more people think it's too narrow now?Last edited by LadyHawk; 02-09-2016, 08:50 PM.Lost in Space
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