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Green meanie
http://www.starsonata.com/forum/viewtopic.php?f=104&t=48810
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Author:  zhuang281 [ Sat Nov 19, 2011 5:33 pm ]
Post subject:  Green meanie

Take out the grem on the Green Meanie bases. They are annoying and achieve zero purpose.

Author:  Chaosking3 [ Sun Nov 20, 2011 3:46 am ]
Post subject:  Re: Green meanie

They are annoying, you answered your own question.

Author:  thijs12b [ Sun Nov 20, 2011 4:31 am ]
Post subject:  Re: Green meanie

Yeah just blow them up.

Author:  The Lost One [ Sun Nov 20, 2011 6:57 am ]
Post subject:  Re: Green meanie

Compared to Iceprick bases, they are about 100 times worse. There is no balance between them. But well, I am sure if you give the Iceprick bases insanely high knockback on a fast projectile it will be balanced.

Author:  sabre198 [ Sun Nov 20, 2011 7:51 am ]
Post subject:  Re: Green meanie

im sure the rewards for the missions admins add in for the wreckages will reflect thier respective difficulty.... wait what happened to those missons?

Author:  JeffL [ Wed Nov 23, 2011 3:46 am ]
Post subject:  Re: Green meanie

I was thinking to remove the gremlin and replace with a not very damaging long rang mass driver of sorts. Then give it a super item that shoots bursts of that gremlin weapon something like 5 shots in 5 seconds, then off for 10 seconds, repeat. That way people would have a better chance of getting away, but I could still enjoy a little bit of evilness as big fat storage ships with base gear go spinning off into space.

Author:  playerboy345 [ Wed Nov 23, 2011 3:50 am ]
Post subject:  Re: Green meanie

JeffL wrote:
I was thinking to remove the gremlin and replace with a not very damaging long rang mass driver of sorts. Then give it a super item that shoots bursts of that gremlin weapon something like 5 shots in 5 seconds, then off for 10 seconds, repeat. That way people would have a better chance of getting away, but I could still enjoy a little bit of evilness as big fat storage ships with base gear go spinning off into space.

No thanks.

Author:  The Lost One [ Wed Nov 23, 2011 4:25 am ]
Post subject:  Re: Green meanie

JeffL wrote:
I was thinking to remove the gremlin and replace with a not very damaging long rang mass driver of sorts. Then give it a super item that shoots bursts of that gremlin weapon something like 5 shots in 5 seconds, then off for 10 seconds, repeat. That way people would have a better chance of getting away, but I could still enjoy a little bit of evilness as big fat storage ships with base gear go spinning off into space.


The problem is in comparing them to Iceprick bases, which are basically harmless compared to Green Meanie Bases. I would be more fan of the Green Meanie Bases shooting a magcannon, like before, but it gives -100 shield recharge instead for 10 seconds. That should be more than enough to counter those travel ships!

Author:  aeljuga [ Wed Nov 23, 2011 7:32 am ]
Post subject:  Re: Green meanie

Or wep with high splash damage? range ~1200

Author:  zhuang281 [ Wed Nov 23, 2011 9:02 am ]
Post subject:  Re: Green meanie

I dont mind my base builder getting hit by grem, i just sing brake away. Its my ap ward that gets gremmed for 30 seconds them dies lol

Author:  The Lost One [ Wed Nov 23, 2011 9:16 am ]
Post subject:  Re: Green meanie

Which is why I suggested what I did! It would not mean you would get annoyed, but you would still have to watch where you fly in your travel ships. As of right now, gremming in C2 is bad, very bad. If it was like in C1, then Green Meanie Bases wouldn't be that much of a pain. But in C2, there is some graphic flaw that makes it impossible to say which direction your way is pointing. So the gremming has to go when it comes to Green Meanie Bases. Other side-effects are welcome as a replacement. The -Speed ones on Iceprick Bases is a good idea, now find something suited for Green Meanie Bases that is not involving gremming.

Author:  anilv [ Wed Nov 23, 2011 11:28 am ]
Post subject:  Re: Green meanie

It took me over 5 minutes to get back home through a bottleneck galaxy in the north arm of EF layer. There were two Green Meanies right by the wormhole and an assortment of AI hanging out around the area as well. Killing Drops on SD is surprisingly difficult when you are gremmed every time you get in range.

So yeah, in retrospect it was a fun challenge but I think it's overpowered compared to the other pillbox.

Author:  JeffL [ Wed Nov 23, 2011 12:35 pm ]
Post subject:  Re: Green meanie

I can replace the grem with forced turn tweaks, which should work a lot better.

Author:  The Lost One [ Wed Nov 23, 2011 12:50 pm ]
Post subject:  Re: Green meanie

That would work a lot better, thanks.

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