relos

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About relos

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  1. Hyperspace Theorycraft Well, as I am aware, I have made many posts explaining my thoughts on these kinds of topics. But things change, and now I have a new one. Lets delve into base games, as I am more experienced with that. Starting Level Base Games (2-3 Players) First, let me categorize basic types of ships: Deployer - Deploys ships with either Evoker or Summoner. Gunliner - A ship that attempts to push forward using the range of its gun, typically by moving back and forth. Gunners that don't do this are rather useless... Leaker - A rush ship, usually a fast, small ship, that moves towards the enemy to hopefully leak, and if not, cause as much damage as possible. Tanker - A heavy rush ship to support the effort of Leakers and Gunliners by protecting them both. Bombliner - Abuses powerful bomblines, usually. In the smallest base games, Tankers are the first choice to pop out of your Deployer. This is because, in very low amounts of gunners, Tankers possess significant advantage against Gunliners, due to the math of the DPS of an average gun versus the Tanker's typical energy levels. Most Gunliners will simply get overrun. Small Base Games Stage 1 (3-4 Players) Here its time to change. As Gunliners are capable to appear in 2-3 your tankers are now screwed from their combined DPS. Time to switch to Gunliners. There are still few of you, so in order to preserve the lanc, maybe not bring in Leakers yet. Just try to Gunliner them down, until... Small Base Games Stage 2 (4-6 Players) But at some point your team seems stable, so bring in the Leakers. They do a better job at rushing than simply gunlining. Medium Base Games (7-9 Players) This is when the Tankers come back, as you have a stable infrastructure of Gunliners and Leakers. Large Base Games (10+ Players) Similar to medium games right now. Other threats include the Flankers, Thorstormers, and Bombliners. Flankers Usually you need a ship with range. (Many years ago stronger bursts could do it, too. But that has other side effects.) But don't send Gunliners at Flankers! Usually, a good flanker is also a rush ship, which basically causes an ecosystem of a "starting base game" when you try to attack it. In this system expect to get overrun. Use a bombing ship instead and range them, such as the Weasel with HE missiles. Should the flankers get too close rush them (hopefully they hit your bombs, as it should then at least cause a suicide attack). A Javelin can also work, but the Weasel would be better at rushing and range, and the Leviathan probably needs some bomblines considering its bombs have no bounce. Thorstormers Very overpowered, a team (that is not private freq) will likely not rep and mass destruction to a team is the result. Longer range reps is the solution from many years ago. Bombliners Reps with faster speed was how this was dealt with before. Today you have little choice but to counter with another bombline, if the bombline is too good. Weaker bomblines are doable with the normal Gunliners+Leakers+Tankers. So what am I saying from all this? These situations where the team progresses like that don't happen that often anymore, without private frequencies coming back for flagging. So many times a team that does not do this is proven incompetent against a team that happens to follow through this path properly. Ragequits are the result. In the days long ago settings were simplified. Flankers just took strong burst spam to hold back. Spamming longer range reps could accidently ignore thorstorms, and faster rep speed made even tough bomblines throughly possible. Longer gun time allowed even sitting duck Gunliners to have *some* effectiveness, and Leakers was somewhat effective without even trying to leak since repels and bursts were so powerful (still not as good as someone who did try, though). Basically, what made public freqs work back them was the powerful combo of repel+burst spam simplifying many problems of today. If that does not work I request the full rebirth of private flagging teams, so people can organize a good team again. Edit: Hyperspacing Items Super Rocket Drive [Type: Signature, FTL, Mount; Ships: 1234567] Description: Teleport a short distance in the direction you're facing! Does not go through walls, and has a long cooldown of 100 seconds. Type ?superrocket to activate. Repeated Antideath [Type: Alien Tech; Ships: 123456 8] Description: The cooldown is increased compared to normal Antideath. But once ready, there a chance for not one, but TWO antideaths in succession! (There is also a chance for nothing happening.) The chance is 50%, and rolls again if successful, causing a 25% chance for two antideaths, a 25% chance for 1, and a 50% chance for nothing (still starts cooldown again in any case). Assuming the regular antideath cooldown is 100 seconds, this one is 120 seconds.
  2. http://www.subspaceforum.com/forum/hyperspace/40-changing-items Please go here for a nicer formatting/editing versions of these posts, I can't edit these posts here anymore...
  3. I don't want combo mount to be too good, which is why I removed the repel mount. You see, why have the only way to get top bursts, or top repels, is by having combo mount? Just like putting Thor Mount on it, I want Combo Mount's point to be diversity, not superiority. As converters would then allow to get your 2 thors, or your 3 bursts, or 3 repels (...) from other methods, and since Combo Mount has a thor again, I don't want it to be too good. Especially in the hands of good players/teams.
  4. EDIT: Formatting fixed, but you can look at www.subspaceforum.com/forum/hyperspace/40-changing-items if you want My Changes As we all now know, HS is dead. I shall guess, other than for the rest of Continuum being dead, is that certain things could use more "playable" settings. "Playable" is that, one people would play in! Noting this, I thought of what I could change, and at first, I thought it was some mounts. OLD NEW Ah, but you say, "Everyone and their non-thoring momma will have x2 Close Combat"? Well, not to fear, we'll make a better competition with... OLD NEW With this more defensive types would surely consider the use of a portal instead. Maybe x2 this, x1 of Close Combat and x1 this, or just old-fashioned x2 Close Combat... (it got bursts after all) Now, as for thors... introducing... the Thor Mount item type! Arguably more well deserved then the Repel Mount item type, ships shall be restricted to 2 Thor Mount item types per ship. Even Combo Mount will get this classification, allowing it to get its thor back, thanks to this change, while nerfing its requirement for pinnicle level thoring. OLD NEW OLD NEW Ah yes, what about Decoy System? After all, it seems like rockets are missing (except from Combo Mount)... OLD NEW I don't want Combo Mount to be too good, which is why I removed the Repel Mount item type. You see, why have the only way to get top bursts, or top repels, is by having Combo Mount? Just like putting the Thor Mount item type on it, I want Combo Mount's point to be diversity, not superiority. Converters allow the main way to get 3 repels, or 3 bursts. Having Combo Mount be a requirement on top of that is, to me, unnecessary. Plus, Combo Mount has a thor again. If we consider the potential of Combo Mount in the hands of good players/teams, we don't want a new reason to nerf mounts again. Oh right, the other reason for the removal of the Repel Mount item type: Thors. At the higher levels of ship building thors can become more and more nasty in the hands of good players. We can try to help out with this problem by allowing the option for players to exceed the amount of repels they have compared the potential amount of thors, per ship. So you would be able to have 3 repels to stop 2 thors... this should help.
  5. As well as I can guess, Repels are the major problem when it comes to things like increasing gun time, rushing problems, and things of that nature. Perhaps if this was due to bursts being too weak, the solution could be to buff bursts? This is probably one of the few possible changes left that may have not been very much attempted (since I last played at least)... See, I think that repels easily stop bursts, but are also slowed down by them while being a rusher, even possibly to the point of being countered by them outright. If we do not find a good counter to repels it may be difficult to understand how we could buff them, and/or bring back stronger bomblines, tankier gunlines, and other things that make the game take more skill to win? As I believe right now, it is better if pros have a advantage, as that would indicate a more skillful zone. Of course, this would be best in a way that isn't too lopsided, but is more like a reward for being good, or something like that.