Announcement

Collapse
No announcement yet.

TWBD Proposal

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Let's not dumb down the game by getting rid of shrap and giving terrs periodically consistent bursts and portals.

    It's your sharks duty to deal with shrap. i.e. It's his/her duty to make sure shrap is rep'd back. If the shark is smart about his/her rep, then all it takes is 1 rep to deal with mines and shrap due to the duration of a single rep.

    Furthermore, spiders who tunnel vision and get hit by shrap should be mindful of the mines to begin with. There are enough natural barriers in fr to avoid getting hit by shrap whether you're terr, spider, or even shark.


    In other words, re shrap, be proactive about it. Be sure to shoot sharks so they can't bomb, and be sure to kill them so they don't mine your terr. But above all, don't wait until the mine or bomb has hit the wall to begin dodging it. You have to bunker down before hand.
    Last edited by Tigron-X; 06-30-2010, 12:11 PM.

    Comment


    • #17
      Originally posted by Zeebu View Post
      so what youre saying is you dont want shrap to kill the ters who have full energy because you think that its... unfair? against the rules? gobbledygook?
      all i'm saying is that i don't want shrapnel to kill a terrier that is at full energy, as simple as that. this way terriers could decide whether they want to be passive (play it safe, try to stay at full energy at all times) or be aggressive (bullet a lot, not hiding behind stuff/walls) and risk getting killed. this change wouldn't really be needed, but could possibly add a new dimension (not really) to terrier as well.

      .. :fear:

      Comment


      • #18
        Originally posted by Tigron-X View Post
        Let's not dumb down the game by getting rid of shrap and giving terrs periodically consistent bursts and portals.

        It's your sharks duty to deal with shrap. i.e. It's his/her duty to make sure shrap is rep'd back. If the shark is smart about his/her rep, then all it takes is 1 rep to deal with mines and shrap due to the duration of a single rep.

        Furthermore, spiders who tunnel vision and get hit by shrap should be mindful of the mines to begin with. There are enough natural barriers in fr to avoid getting hit by shrap whether you're terr, spider, or even shark.


        In other words, re shrap, be proactive about it. Be sure to shoot sharks so they can't bomb, and be sure to kill them so they don't mine your terr. But above all, don't wait until the mine or shrap has hit the wall to begin dodging it. You have to bunker down before hand.
        if it only were as simple as that.. if only..

        shrapnel has a random path, it doesn't always fly to the same location on players screen. a shark may not even notice if a shrapnel is coming towards the terrier if they have different latency. same thing with repelled bursts, basically.

        no one said we would get rid of shrapnel. read the thread more carefully.

        Comment


        • #19
          right now shark is fair , if you disagree with random shrap kills it's the same for everyone, eating shots and lag mining isn't ... is that all we want our sharks to become ? I think a shark should be able to TEK with it's shrap and it's not like that is a major issue where sharks are getting 10 teks from sharps a game ...

          i don't know enough about the set path shrap as i don't extensively belim in shark :/ but ultimately it sounds the only feasible thing in this ... but even then it could well be overpowered/underpowered depending on which directions are covered and amount of shrap. However i imaginge these sharks that somehow always ahve the energy to throw a bomb under fire would exploit it the most and bomb at the last minute against a wall ... could get annoying


          right now you've 5 sharps random so if your an enemy shark reping mines you dont know if they have shrap or not and where you rep to it could spray anywhere or all 5 into a wall. If it was set it would lessen this as you know if there is shrap exactly where they will go... but thats not always fun. Anyhow things used to be tried out and tested in ?go base which was a good idea since it's alot more casual and you can see teh impact of something like that quite easily but it's not running as much these days :/
          In my world,
          I am King

          sigpic

          Comment


          • #20
            Originally posted by Turban View Post
            if it only were as simple as that.. if only..

            shrapnel has a random path, it doesn't always fly to the same location on players screen. a shark may not even notice if a shrapnel is coming towards the terrier if they have different latency. same thing with repelled bursts, basically.

            no one said we would get rid of shrapnel. read the thread more carefully.
            It is that simple.
            1. A shrap that came from far away like that means the terr took the risk and went out into the open and paid the price for it;
            2. it means a spider rammed a mine or bomb;
            3. it means a shark poorly sequenced his rep rotation with regards to mines and enemy sharks; Or,
            4. it means spiders didn't shoot the shark to prevent him/her from having enough energy to bomb.




            The point is that there is a shit ton you can do to avoid or prevent shrap from affecting your team's performance.

            Quit trying to change the game because you refuse to adapt to the environment of a battle field.

            Comment


            • #21
              Originally posted by Tigron-X View Post
              Let's not dumb down the game by getting rid of shrap and giving terrs periodically consistent bursts and portals.

              It's your sharks duty to deal with shrap. i.e. It's his/her duty to make sure shrap is rep'd back. If the shark is smart about his/her rep, then all it takes is 1 rep to deal with mines and shrap due to the duration of a single rep.

              Furthermore, spiders who tunnel vision and get hit by shrap should be mindful of the mines to begin with. There are enough natural barriers in fr to avoid getting hit by shrap whether you're terr, spider, or even shark.


              In other words, re shrap, be proactive about it. Be sure to shoot sharks so they can't bomb, and be sure to kill them so they don't mine your terr. But above all, don't wait until the mine or bomb has hit the wall to begin dodging it. You have to bunker down before hand.
              Not even talking about mines. Mines obviously are much different than bombs. Mines only send shrap out AFTER being repped so the fault is on the team's sharks if shrap hits anyone. Bombs on the other hand are luck based and can be fired against the wall from anywhere in the base/fr without enemy interference. This doesn't give the other team time to react and most of the time the sharks can't even rep for their terr because they don't see the shrap since it's different on every client. As for the "tunnel vision" comment, that's laughable. Try dodging super fast shrapnel in a spider, it can't be done. Hiding behind a wall in anticipation of a random piece of shrap is already a dumbed down form of basing. It takes away from the actual game. Even if you hide behind a wall there's always the chance a shark could use a repel and the piece of shrap that they didn't see could turn and hit you. This often happens in under.

              In regard to random shrap, it seems most people are in agreement that it sucks or willing to test something. I once again suggest 45 degree angles. If you make shrap travel in the cardinal directions it would be too easy to break cram. A bomb could easily hit a player cramming and then travel to the left or right and take out the terr. But maybe that's what you sharks actually want.
              Phiz> I probably am gay
              Phiz> I just haven't realized it yet

              Comment


              • #22
                Originally posted by With Ease View Post
                Not even talking about mines. Mines obviously are much different than bombs. Mines only send shrap out AFTER being repped so the fault is on the team's sharks if shrap hits anyone. Bombs on the other hand are luck based and can be fired against the wall from anywhere in the base/fr without enemy interference. This doesn't give the other team time to react and most of the time the sharks can't even rep for their terr because they don't see the shrap since it's different on every client. As for the "tunnel vision" comment, that's laughable. Try dodging super fast shrapnel in a spider, it can't be done. Hiding behind a wall in anticipation of a random piece of shrap is already a dumbed down form of basing. It takes away from the actual game. Even if you hide behind a wall there's always the chance a shark could use a repel and the piece of shrap that they didn't see could turn and hit you. This often happens in under.

                In regard to random shrap, it seems most people are in agreement that it sucks or willing to test something. I once again suggest 45 degree angles. If you make shrap travel in the cardinal directions it would be too easy to break cram. A bomb could easily hit a player cramming and then travel to the left or right and take out the terr. But maybe that's what you sharks actually want.
                The tunnel vision comment was in regards to mines as well as bombs that are traveling long distances before they hit.

                If we're talking about bombs, then shoot the shark so he can't bomb.

                Simply put, if sharks are getting bombs off in fr battles, then someone is doing something wrong on your team. That can be any of the following:

                (1) spiders are ignoring advancing sharks;

                (2) your team sharks are allowing sharks with reps pass them by; or,

                (3) terr is not lobbing bullets -- which helps stop sharks from having enough energy to bomb;

                Comment


                • #23
                  Nice way to frame it up Tig.
                  Random shrapnel and random greens doesn't effect the overall success of a team that's balanced and able to compensate. Removing these random factors would both create an unfair advantage to players to memorize movements and gameplays and make the overall game mechanized and automated seeming.

                  Originally posted by Tigron-X View Post
                  ;
                  ;It is that simple.
                  1. A shrap that came from far away like that means the terr took the risk and went out into the open and paid the price for it;
                  2. it means a spider rammed a mine or bomb;
                  3. it means a shark poorly sequenced his rep rotation with regards to mines and enemy sharks; Or,
                  4. it means spiders didn't shoot the shark to prevent him/her from having enough energy to bomb.
                  Simply put, if sharks are getting bombs off in fr battles, then someone is doing something wrong on your team. That can be any of the following:

                  (1) spiders are ignoring advancing sharks;

                  (2) your team sharks are allowing sharks with reps pass them by; or,

                  (3) terr is not lobbing bullets -- which helps stop sharks from having enough energy to bomb
                  Originally posted by Dr. Snyder
                  I think pure pubs started the problem but regardless it looks like the LTers have died out so why doesn't anyone come up with an idea soley based on bring the newbs to this game. Fuck the vets this zone is dying cause people who have been playing to long can't stand change. Because this zone is some teri shivo shit right now and I gots no problem with knifing babies but leave the bitch alone.

                  Comment


                  • #24
                    Originally posted by Astrogirl View Post
                    Nice way to frame it up Tig.
                    Random shrapnel and random greens doesn't effect the overall success of a team that's balanced and able to compensate. Removing these random factors would both create an unfair advantage to players to memorize movements and gameplays and make the overall game mechanized and automated seeming.
                    Really? Random shrap doesn't affect the overall success of a team? The entire basing system is built on sharks rotating repels, and in your dream world you have envisioned here sharks don't let any random piece of shrap fly by. I hate to break it to you, but sharks have 3 repels and try to time. They don't rep thin air to prevent shrapnel pieces THEY CAN'T SEE. Sharks would need a lot more than 3 repels to be able to repel the random piece of shrap and be proactive. This isn't rocket science.
                    Phiz> I probably am gay
                    Phiz> I just haven't realized it yet

                    Comment


                    • #25
                      i'm old fashioned and disagree with all points!

                      i agree 100% with tigron-x fellow

                      greening + the luck of getting good greens is yes a bit random, but it still requires skill to use greens well.
                      some terrs just fuck up their bursts (me) and over-use their portals, they pay the price. and sometimes a terr getting lucky when under extreme heat in a fr-fight picks up 3 portals in a row and makes a memorable escape. with getting a port/burst on a set time, this won't happen, terrs will just move forward whenever they (both) get their burst/port, then go back into their hiding shell.. very boring..

                      random shrap is one of the few strengths for aggressive sharks. it works much better than aimed shrap, because that's easy to dodge for any terr / easy to rep for any shark. a good terr knows when to get the fuck out of the way of any bomb/repped mine hitting a wall near him. and good spiders know how to keep sharks from bombing/mining. My advice: don't further weaken the attacking strength of the shark, or it will never be played again as anything but a 100% defensive ship (which it isn't and was never meant to be).

                      pz

                      Comment


                      • #26
                        Originally posted by With Ease View Post
                        Really? Random shrap doesn't affect the overall success of a team? The entire basing system is built on sharks rotating repels, and in your dream world you have envisioned here sharks don't let any random piece of shrap fly by. I hate to break it to you, but sharks have 3 repels and try to time. They don't rep thin air to prevent shrapnel pieces THEY CAN'T SEE. Sharks would need a lot more than 3 repels to be able to repel the random piece of shrap and be proactive. This isn't rocket science.

                        How is repping shrap proactive?

                        If you're having to spare a repel to rep shrap, that's the opposite of being proactive! :\

                        It's very rare for a shark to be forced to blow a 2nd rep to prevent shrap damage in the flag room.

                        Given that the majority of deaths are not due to shrap, it's very accurate to claim that shrap doesn't affect the overall success of a team, especially when comparing the combined efforts of a team -- which is what Astro was pointing out, and which you continue to ignore.

                        In a 15 min game you can come up with the scenerio where that shrap at the last 30 seconds of the game killed the terr and won the game for the other team. But, when you word it like that, it's all bullshit because there is still 14 min and 30 seconds prior to that event whch one has to account for.

                        i.e. "WTF was your team doing the rest of the game?"

                        Above all, shrap doesn't win the game for anyone. It's the combined efforts of a team. And if "random" shrap is making or breaking your team efforts, then your team is doing something wrong.

                        And yes, I put "random" in quotes because the randomness of shrap is predictable insofar as you know where the mine is going to explode or the bomb. If you're a spider going head on with a shark, and you try to run over the shark and die to a bomb or a mine, and the shrap kills off your team -- the problem isn't the shrap, but it's the spider who went head on with a shark.

                        RESPECT THE SHARK!


                        By the way, it's actually 2D simulated rocket science given that we're dealing with projectiles moving through space, and the physics of the game is actually really good, but that's all beside the point... (of course, you'll try to argue lag and shrap lagging and blah blah blah)

                        Comment


                        • #27
                          it's funny that any basing proposals gets shut down by basers and thus ending the arguement, whilst basers propose 1920 res in twdd while ignoring the warbirds who say no.
                          TWDTJ & TWDTB FINALIST 2019

                          Comment


                          • #28
                            Originally posted by Jones View Post
                            it's funny that any basing proposals gets shut down by basers and thus ending the arguement, whilst basers propose 1920 res in twdd while ignoring the warbirds who say no.
                            That just goes to show that basers are the smarter ones of the bunch.

                            Comment


                            • #29
                              Originally posted by Tigron-X View Post
                              That just goes to show that basers are the smarter ones of the bunch.
                              that's why you wanted full charges in TWLD too, right?

                              how about we try out the fixed (circular pattern) shrapnel in TWBD3/TWBD4 and see how people like it? at least in my opinion it would be a lot more fun to actually use some skill in shark and gain a lot of kills easily, rather than relying on a lucky shrapnel to hit the enemy. you would be guaranteed to get kills if you are good enough.

                              add it to BD3/4 and test it. it'll be fun. it won't make shark boring. at all. you guys are just a bunch of morons if you think that's the case. :wub:

                              Comment


                              • #30
                                keep shrap the same, sharks should know to rep once they see a bomb/mine go off incase of random shrap. its what keeps sharking hard, if we knew the angles of shit it would make things easier. easier=boring
                                zidane> big play
                                Omega Red> dwop sick
                                mr mime> its called an orca smash u uncultured fk
                                WillBy> ^^

                                1:Chief Utsav> LOL
                                1:Rule> we dont do that here.

                                cripple> can u get pregnant if u cum in gf's ass

                                Comment

                                Working...
                                X