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Team: Zephyr
Main: Ruin
Level: 2782
Class: Speed Demon

Joined: Wed Jan 03, 2007 9:16 pm
Location: Scotland
Post Re: Collision Code Admin Poll Results
The Voomy One wrote:
Both Gunner and FC works excellent atm, probably the two best classes to be right now.


In some areas yes, but they are more a specialist choice and are not the most versatile of classes imo.

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Wed Mar 11, 2009 5:37 pm
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Team: Eminence Front
Main: GeneralMayhem
Level: 1879
Class: Speed Demon

Joined: Wed Jun 25, 2008 3:48 am
Location: Australia
Post Re: Collision Code Admin Poll Results
I think gunner needs beef to multifire 3 weapons, get more hull space, and slaves get multifire 2 shots.


Thu Mar 12, 2009 12:12 am
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Team: None
Main: Utumno
Level: 20
Class: None

Joined: Thu Nov 29, 2007 9:53 pm
Location: South-Western Germany
Post Re: Collision Code Admin Poll Results
yugioh124 wrote:
I understand admins not wanting people using 20ish slaves, but 4 or 5 sounds reasonable...........


Uhmm.. that's the point - some people - like me - like to do stuff in a different way.

Usually it's not that I end up much stronger than others on my lvl but it fits much more my style of playing - like I like being able to tank (regen/resist) even if I'm slower and have less dps and I like to control AIs (aggro management) and I simply love my BSTs.

With changes like these they limit the possibly (reasonable) designs.

I also did like (try) to work along with DMs on my Seer (DGs, roaming AIs) unfortunatly I cannot do that anymore (sure I can fly along with them - but not fight).


Thu Mar 12, 2009 5:20 am
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Team: None
Main: thebattler36
Level: 1791
Class: Shield Monkey

Joined: Sun Apr 24, 2005 3:24 am
Location: Glasgow, Scotland
Post Re: Collision Code Admin Poll Results
Swarms should be equally as viable as 2 slaves...

thats the entire point of RC giving more slots per level, if you wanted to keep focus on higher tech hulls and lower amounts of slaves, you would just make it so that every slave takes 1 slot and you get 2 base slots with RC allowing you to use higher tech hulls.

Swarms are generally fragile, can be defeated easily i.e. usually suck in PvP or against any DG AI. however they are good at ubers and PV single ai. This code ruins any low tech swarms that rely on the owner gaining aggro, as the swarm gets pwned by the collision code.

Big high tech ships are better PvP and PvDG ai, as they can tank more and generally put out more damage singularly. They are not affected as much by the collision code. BUT capships have been severely affected by the removal of any stacking. i've lost tonnes of shields and energy on my capships and now can hardly fit my T16 lasers + gear. I planned on using fighters as additional DPS but thats out of the question since i cant even get a set of T18 or T20 lasers on and since they are bank slaves that's screwed over any DGing i do.

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Thu Mar 12, 2009 3:24 pm
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Team: None
Main: Utumno
Level: 20
Class: None

Joined: Thu Nov 29, 2007 9:53 pm
Location: South-Western Germany
Post Re: Collision Code Admin Poll Results
thebattler35 wrote:
...
Swarms .... i.e. usually suck in ... DG AI. ....


Actually before the rebalance the "swarms" - if done like by me - were more efficient in DGs - that's one of the reasons why I put them up;

With "swarms" you can do passive aggro management - you jump into a DG lvl and have instantly all the aggro on your command ship;
with "swarms" you can keep the aggro - the small but numerous units don't catch aggro as a (dumb, clumsy and inefficient) big unit - like a (highly stupid) capship.
And as I set my commandship to tank and have lots of room for loot it was much better for DGing as FC capship fleets on the same lvl (I worked/tested (%&"$§!$# %"!§$#!!#) EFBC slaves myself and also did do DG with FCs of the same lvl to compare).


Fri Mar 13, 2009 5:16 am
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Team: Eminence Front
Main: GeneralMayhem
Level: 1879
Class: Speed Demon

Joined: Wed Jun 25, 2008 3:48 am
Location: Australia
Post Re: Collision Code Admin Poll Results
The Voomy One wrote:
Both Gunner and FC works excellent atm, probably the two best classes to be right now.


Still need a shield monkey. Though capital ships do lack the free space they used to. The extra space for fuel, scooping, fights/missiles is eaten up by the fact most stuff is bigger.


Sat Mar 14, 2009 1:38 am
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Team: None
Main: thebattler36
Level: 1791
Class: Shield Monkey

Joined: Sun Apr 24, 2005 3:24 am
Location: Glasgow, Scotland
Post Re: Collision Code Admin Poll Results
Utumno wrote:
thebattler35 wrote:
...
Swarms .... i.e. usually suck in ... DG AI. ....


Actually before the rebalance the "swarms" - if done like by me - were more efficient in DGs - that's one of the reasons why I put them up;

With "swarms" you can do passive aggro management - you jump into a DG lvl and have instantly all the aggro on your command ship;
with "swarms" you can keep the aggro - the small but numerous units don't catch aggro as a (dumb, clumsy and inefficient) big unit - like a (highly stupid) capship.
And as I set my commandship to tank and have lots of room for loot it was much better for DGing as FC capship fleets on the same lvl (I worked/tested (%&"$§!$# %"!§$#!!#) EFBC slaves myself and also did do DG with FCs of the same lvl to compare).


Which is why i said usually.

generally the swarm will take aggro first, then you take aggro. which makes swarms almost useless against ai that do high damage per shot, i.e. MF Reavers and make platties etc. more difficult.

Also my experience of swarms is from an ShMs standpoint, i prefer healing than DPSing. which is why i like the big clumsy EFBCs :D

I have owned a few different slave setups, including the setup used by Deadbeat when he was ShM with his helga+ armada, i generally found that against numerous AI my swarm was ineffective.

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Octo wrote:
QFT Octo either owned the fish initially, or scooped it when he podded any/all of the above.


Sat Mar 14, 2009 12:18 pm
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
Location: Classified
Post Re: Collision Code Admin Poll Results
Quote:
The poll resulted in a 6-1 result for keeping the collision code. Our decision is to keep it through the real uni and poll players towards the end of the real uni to determine whether or not to keep it further. This will allow all the other bugs to be fixed before players passing judgment on the feature. I'm sorry if this is disappointing news to you, but we do have some ideas to make it less harsh on certain parts of gameplay.


Whatever happened to the player poll? That should have happened at the end of last uni. :?

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Sat Jul 25, 2009 9:40 am
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Team: Strawberry Pancakes
Main: Nuroshounin
Level: 833
Class: Engineer

Joined: Sat Aug 21, 2004 6:48 pm
Location: Hoboken, NJ
Post Re: Collision Code Admin Poll Results
yugioh124 wrote:
Whatever happened to the player poll? That should have happened at the end of last uni. :?


Collision code is so much better and will allow for the game to be more tactical and complex with newer content.

There's honestly no reason to go back to the old system and players have stopped whining about it.

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Sat Jul 25, 2009 1:24 pm
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Team: Death Mental
Main: Dr. Pepper
Level: 2689
Class: Engineer

Joined: Mon Apr 23, 2007 1:47 pm
Post Re: Collision Code Admin Poll Results
the collision code balances the game more i think, with the Bubble drones now in DM will be used more to block

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Sat Jul 25, 2009 5:34 pm
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Team: Eminence Back
Main: t-master
Level: 2037
Class: Shield Monkey

Joined: Sat May 17, 2008 2:12 pm
Post Re: Collision Code Admin Poll Results
never liked and will never like the collision code... it sucks


Sat Jul 25, 2009 9:44 pm
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Team: Resident Evil
Main: Time Warp
Level: 3162
Class: Shield Monkey

Joined: Tue Sep 09, 2008 5:59 am
Location: Australia
Post Re: Collision Code Admin Poll Results
sleepysnagrund wrote:
I actually like the idea of the shots hitting other stuff in the way, but it shouldn't always happen. When archers shot from between the ramparts of a castle, they got pretty good protection, but they could still be hit. If a ship is behind a friends ship, they should not get 100% protection from shots.

Thyere was talk of giving various ship classes a chance to not get hit if they were not the direct target, and I think that would be a really good idea. I think it should range from fighetrs having a 90+% chance to avoid stray shots to cap ships and or freighters having a 30-50% chance. That way, we can target specific things, but have a chance of "missing" our target because of cover, rather than never being able to.


Cap ships should be the only ones that others can hide behind. Cap ships would have a 100% chance of getting hit. Freighters and HF's should have a 50% chance of getting hit and Lf's should have a 20% chance of getting hit. But, any shot fired by a sniper cannot be tanked by another person. It will only hit it's target.

Time Warp

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andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Sat Jul 25, 2009 9:58 pm
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Team: Strawberry Pancakes
Main: Blade NZ
Level: 2675
Class: Berserker

Joined: Sat Dec 02, 2006 1:00 pm
Location: Everywhere and Nowhere
Post Re: Collision Code Admin Poll Results
While it does add more depth to the game, it affects classes differently,
Shm, Dm and Fc in particular are impacted quite negatively.

Shm's should either be excluded as they have no resists and what regen they do have is already in use when healing something so any stray shots hurt alot.

Dm's, well we will have to see how the new drones turn out first.

Fc is also affected by this but to a lesser extent, as slaves and especially fighters are vulnerable, with the number of targets on screen it can be hard to target and heal these.

Other then the problems with the classes mentioned above this is a good feature as it allows for new tactics to be used, and uber's aren't just a matter of dps and healers it can actually take skill(well for some ubers).


Sun Jul 26, 2009 2:50 am
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Team: Resident Evil
Main: Time Warp
Level: 3162
Class: Shield Monkey

Joined: Tue Sep 09, 2008 5:59 am
Location: Australia
Post Re: Collision Code Admin Poll Results
Blade NZ wrote:
Fc is also affected by this but to a lesser extent, as slaves and especially fighters are vulnerable, with the number of targets on screen it can be hard to target and heal these.


Do you expect gunners to heal their missiles?

I've seen some FC's fight, and their fighters have loads of shields, plus the fighters kite around the ai. Missiles on the other hand have very, very little shield and just drive head on to the target.

Give missiles the same shield as fighters.

Time Warp

_________________
Always forgive your enemies - nothing annoys them so.

~Oscar Wilde

andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Sun Jul 26, 2009 3:11 am
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Team: Resident Evil
Main: Time Warp
Level: 3162
Class: Shield Monkey

Joined: Tue Sep 09, 2008 5:59 am
Location: Australia
Post Re: Collision Code Admin Poll Results
Brightneon wrote:
I think gunner needs beef to multifire 3 weapons, get more hull space, and slaves get multifire 2 shots.


As much as I'd love being able to multifire 3 weapons, It'd make gunner more broken then now. But Gunners and not FC's should get more hull space (just on capital ships, leave other hull stats for LF's, HF's and Freighters) as we use the Capital lasers as main weapon, and OMG do they take up some hull space.

The SD's whine about Merc mag being bigger than V-mag, they should have a look at capital lasers.

Time Warp

_________________
Always forgive your enemies - nothing annoys them so.

~Oscar Wilde

andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Sun Jul 26, 2009 3:14 am
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