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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
190061 Posts in 11009 Topics by 18574 Members
Latest Member: kuremoroti
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16  Savage XR / General Savage XR Discussion / Re: I read the "wiki" and... on: April 07, 2013, 01:52:51 pm
I'm just checking in to see if this has been fixed or is fixable. as soon as it is I will make changes to weapon's info, or if there is an existing admin just delete the incin part.
17  Savage XR / General Savage XR Discussion / Re: change savage's name on: April 07, 2013, 01:51:34 pm
see I live a simple life, I just assume everything legacy says is stupid and the world still makes sense.
18  Savage XR / General Savage XR Discussion / Re: I read the "wiki" and... on: April 02, 2013, 02:12:33 pm
still getting this message on the wiki, I know long time, but still thought I would take a look

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19  Archive / Server Forum / Re: ref abuse by ds - darkstar from DM aka demons on: March 22, 2013, 07:23:43 am
I know slash, wtf why no kick?

I don't think I need a proof if that person have a lot of complains record.

I would agree with this point, I would also state that DS requires no proof of someone who is repeatedly kicked and muted by multiple refs on MANY occassions, lets go look at Toxic's posts, oh what do you know mostly ref abuse threads started by him of various kicks and mutes, hell there is even a one about refs liking to kick him, case closed DS wins.
20  Savage XR / Mapping & Modding Forum / Re: New Map xr_house on: March 09, 2013, 02:07:25 am
it was a grand experiment, and it worked out rather well in the end. making such an intricate structure using so many small and high poly object may not be as workable as originally concieved.

as for lag, the only people that complained either have an integrated graphics card (really? in this day and age? Shocked) and Macs (get a PC Tongue).

other than that I have been having great fun with the map, playing and commanding.
21  Savage XR / Mapping & Modding Forum / Re: I hate the Sky on: March 09, 2013, 02:01:03 am
the only explanation I can think of is the sky is linked to the enviroment settings which are in turn linked to farclip and fog. I'm reaching a bit but it's the best explanation I can think of.
22  Savage XR / General Savage XR Discussion / Re: Savage XR contest with a REAL plastic unit statue as prize! on: February 25, 2013, 06:31:51 pm
I know lets give it to the person that plays as a savage the most Tongue

maybe something like 20+ coil/temp kills with 100% accuracy.

I can sooo do that.

lets face facts people are going to want a competition they can excel at. it's Daemon's device and he ultimetally is going to make it, I figure the best way for everyone is that he picks, based on whatever criteria he wants, who best represents Savage/Savage XR community.

because no one wants to make something for someone they don't think deserves it.
23  Archive / Groentjuh's Servers (EU) / Re: INFO: Newerth.com Groentjuh's & Girls' server on: February 25, 2013, 09:00:19 am
behe to defend a sub is not an exploit, never has been. it's just really really gay.

excessivly spawning behe to defend a sub is not an exploit, never has been. it's just really really gay.

the equivilant I see this behe rule to is those CS servers that ban the use of sniper rifles. killing people over long distances with a super accurate weapon is not an exploit in CS, never has been. it's just really really gay.
24  Archive / Groentjuh's Servers (EU) / Re: INFO: Newerth.com Groentjuh's & Girls' server on: February 25, 2013, 07:36:28 am
ok so I will chime in here but first of all

a) I do not play on GnG that often I KNOW.
b) I am not a fan of the no camping rule

HOWEVER if you would like to see what insta killing behes is like please refer to the US server and cross' bias slaying of every behe that spawned near a spawn point and how popular that was.

to your specific example, if you see a demo run and you just happened to spawn as a behe because that was our plan, introduce the demo runner to your tree. I will admit that the behe is not exactly mobile and using a pred MIGHT be a better idea. but this notion that yea I'm going to use a demo on a sublair ALONE and if anyone attacked me I am just going to buff them because it's justified if I am attacking a building (which it debatably is), then OMG no skill behe spawn it's the one thing I can't compensate for with my buffs, kick him. I'm sorry, get a tissue for your issue and get smart about what you are doing. bring a pulse cannon next time.

if there are 3 legos demo running, yea I would use a behe, their fault if no one brought a pulse or maybe ONE of them could have brought a cata.

NOW I believe that this rule was speifically meant to address the assholes that spawn as behe, you pulse them 90%, they enter the sub, carn or heal buff, then come back with a full health behe. those people deserve slays/kicks.
25  Savage XR / Mapping & Modding Forum / Re: Suggestion, rebuildable sub/garr on: February 19, 2013, 09:56:48 am
well then wtf am I missing it's a map prop.

 
so lets get this straight it would be a fixed map prop with the defencesive functionality of a garrison/sublair that when destroyed can be taken by the enemy team who has to stop and stand around building something?

That's actually not what he said Necro:

How about introducing something I'd call "ruins". It's a sublair / garrison that, when it's destroyed, it becomes a ruins that can be rebuilt again by either team. This way you:

I have been thinking about ways to reward a team for destroying enemy spawn points, and I really didn't like the idea of throwing out redstone goodie bags (how much gets thrown out, who gets to pick it up, how much of these can they hold, etc) but I really like the idea of a ruins that reduces the redstone cost of building a spawn point in the same place. This makes the game deeper by adding an extra dimension to the decision of positioning a sub/garr, and also alleviates late-game resource drain a bit if one team starts to get an advantage.

In a CW tho, I think they could be devastating as a single misclick would give the opposing team a serious advantage.
Devil's advocate, yea I'm going to shit on this.

so lets get this straight it would be a fixed map prop with the defencesive functionality of a garrison/sublair that when destroyed can be taken by the enemy team who has to stop and stand around building something?

regardless of how beaten down a beast team is if you present an unshilded garison it will have the lifespan of an officer in the vietname war, while a sublair can be protected by the ever portable shaman shield. these positions will mostly be held by beasts and will be much more difficult to turn over than a spawn flag for the humans.

Maybe before slating the idea re-read the first post properly, especially this bit:
The ruins have to be built into a garrison / sublair

forget the other post then, my feeling on it being a fixed map prop are stated.

unfortunetally what I see as the time spent holding the position as humans is going to be a fraction of the capture time even with doubled HP on the gar.

the argument for proper placement can be used for spawnflags too. if it is improperly placed it's a beast spawn point, if properly placed it could go either way.

as far as I am concerned introduce as many props as you want, I think the jump pads and teleport pads are awesome, while I think infirmiries are a temp camper's landing pad.
26  Savage XR / General Savage XR Discussion / Re: Australasian Playerbase!!! Please Read. on: February 19, 2013, 07:48:37 am
the challenge is on, necro v rene on..... tiny  Tongue
27  Savage XR / Mapping & Modding Forum / Re: Suggestion, rebuildable sub/garr on: February 19, 2013, 07:45:38 am
I would assume a map props because

a) mapping forum

b) garrisons and sublairs are map props too

IF you are refering to a building that you can place as commander allow me to elaborate why that is an even worse idea.

why would you use it? how do you destroy it permanently? what does it cost? what is preventing me as a beast com from placing it in a human base letting the humans build their garrison off it, sac rush it, swap it over to beast, and point blank sac the stronghold?

even if the stone amount was radically different as a late game beast you wouldn't use the prop because you would have an enormouse amount of stone to dump into normal sublairs that won't swap hands, audhumla being a good example. and if you are humans you still won't have the stone to spare to make them. (unless you decide to make it cost gold, watch me spam that all over the enemy base when bored). 

even worse I could interpret that original post to mean that WHEN a sublair or garrison is destroyed it becomes ruins that can swap hands. that Pmine gar next to the SH suddenly doesn't look so good. also a late game sneak gar becomes a one shot deal as beast would just claim that point at a reduced cost after they destroyed it.

no matter how I look at this I don't see an equal oprotunity use coming out of it, I see a massive favor to the beast.
28  Savage XR / General Savage XR Discussion / Re: Preset's idea. on: February 19, 2013, 06:54:40 am
still don't see a "SEVERELY FLAWED" aspect to this idea.
29  Savage XR / Mapping & Modding Forum / Re: Suggestion, rebuildable sub/garr on: February 18, 2013, 08:26:57 pm
Devil's advocate, yea I'm going to shit on this.

so lets get this straight it would be a fixed map prop with the defencesive functionality of a garrison/sublair that when destroyed can be taken by the enemy team who has to stop and stand around building something?

regardless of how beaten down a beast team is if you present an unshilded garison it will have the lifespan of an officer in the vietname war, while a sublair can be protected by the ever portable shaman shield. these positions will mostly be held by beasts and will be much more difficult to turn over than a spawn flag for the humans.

now we know spawnflags were not one of the best ideas, as one of the first savage updates EVER was to remove the one on eden and create eden2. however the instant hand over is one of the few advantages that humans can use when moving forward (also the behe capping a flag is still a glitch I think, was unintended anyway).

I think the current practice of placing the flag inside a structure (ruins tower for instance) is a way of making the spawnflag a forward position that is defencible.

also I have seen similar ideas in other games, for instance Unreal Tournament has a similar idea, except in this case it made maps into a predicatble path, people are unable to backdoor in UT so they HAD to attack the position that basucally becomes a killing field that long rang devastating weapons (siege units) just blast at random. unfortunetally in savage there is such a thing as backdoor attacks and a team can't afford to stand around spending more time capturing a position than it can be held for.

or there is the capture systems like in guildwars that player rush in an attack then stand around waiting for something to swap teams on a guage that stops if there is the presence of the opoing team within an area. this primarily favors the team that can rush a large number of people into an area which is fine if both teams have similar mobility options cough* leap.
30  Savage XR / General Savage XR Discussion / Re: Australasian Playerbase!!! Please Read. on: February 18, 2013, 07:43:31 pm
if you guys do this and you can catch me online I'll command for you, I know for some people the last thing you want to do when going from 300 ping to 30 ping is command.
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