The only TWOTIME TWLJ All-Star and TWLB All-Star who never played a game.
Originally posted by Richard Creager
All space detectives come armed with tcp/ip persona blasting pistols, it's required for their line of duty. Silly of both maisoul and goddess to not know this before hand, they get what they deserved, fucking zapped, bitches.
Originally posted by bloodzombie I'm not saying that it's not a good way to win, I'm just saying that it's not the unbeatable machine that people assume it would be.
If multiple entrances are implemented ... and ship restrictions are lifted ... 2 terrs could be a very interesting strat to use ... assuming a team has the communicational skills to pull something off.
Let's go for small changes. I don't think that you were present for the #basefr12 match Suff, that base has 2 FR entrances...and honestly, the game was just looked really unnatural, and had no flow to it.
It might be that we need to get used to it, but the main concern is looking for a fine balance, which I believe 2 blocks can be that balance.
hi there. i know everyone is trying to bring his shiz in and u migth not be interested in mine. anyway how about that:
make a bomb that explodes after a given time. this would make it very hard to repel and very dangerous to cram. lets say you give it 1 second from launch to detonation. even if it gets repelled it will still blow stuff (sharks) up when timed right, unlike the jav bomb that goes back slowly, touching a wall and exploding at a random point.
anyway it would not replace the jav and add a new usefull ship (lets say we give that grenade type bomb to the lanc and of course work on its settings)
or give it to the jav as 2nd attack instead of the assbullets (i dont think that u can change the bullets to act like a bomb tho)
yet i dont think u would win using a jav and this new (of course cool) lanc. which sucks. but maybe its the little kick that makes the lanc usefull. who knows...
and maybe reduce repel range?
and increase its speed?
and/or increase jav damage(range)?
mess with those holy settings already! this and my patented emp levi are nice ideas that actually might be worth testing.
to stop the cram, all you need to do is introduce the weasel as it is in pub, in mini form. It can then take the flag making the cram one useless pos OR can kill the terr. It may be a poor ship but it's usefulness in breaking a cram is limitless. It'll pull the terr out of the cram and thus kill the cram
The only TWOTIME TWLJ All-Star and TWLB All-Star who never played a game.
Originally posted by Richard Creager
All space detectives come armed with tcp/ip persona blasting pistols, it's required for their line of duty. Silly of both maisoul and goddess to not know this before hand, they get what they deserved, fucking zapped, bitches.
Originally posted by Nickname to stop the cram, all you need to do is introduce the weasel as it is in pub, in mini form. It can then take the flag making the cram one useless pos OR can kill the terr. It may be a poor ship but it's usefulness in breaking a cram is limitless. It'll pull the terr out of the cram and thus kill the cram
Allright, lets say a squad does use the weasel to break a cram by sending it up the side hole. Now the offensive team has an 8 on 7 fr fight on their hands which they'll more than likely lose, probably getting pretty badly milked in the process. Heck, 7 on 8 they'll probably have a hard time kicking a decent team out of the lower in any reasonable amount of time. Cram works because of how it positions firepower in incredible amounts. Any solution to the cramming "problem" needs to address the offensive team's ability to move that firepower, or counter it with their own. The answer is definetly not to gimp your team for the rest of the match.
Originally posted by Nickname to stop the cram, all you need to do is introduce the weasel as it is in pub, in mini form. It can then take the flag making the cram one useless pos OR can kill the terr. It may be a poor ship but it's usefulness in breaking a cram is limitless. It'll pull the terr out of the cram and thus kill the cram
didn't the VERY first post in this post comment on those exact things...? I think it even listed the cons to the idea too...not sure though, maybe you should double check for me
Originally posted by ÆNIMA interesting idea, i don't know if it's possible though...it'd have to be done in Continuum .40 i'm sure
Bomb:BombExplodeDelay How long after the proximity sensor is triggered before bomb explodes
Bomb:ProximityDistance Radius of proximity trigger in tiles
make a quite big ProxDistance and set the BombExplodeDelay to the time that have to be elapsed untill the bomb explodes. its just a question if lag affects this setting
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