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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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31  Savage XR / General Savage XR Discussion / Re: Preset's idea. on: February 18, 2013, 07:42:27 pm
While this is a good idea, its severely flawed due to the way the game works, (surprised you guys haven't thought of this yet :O) but the weapons/items/units you can get from presets are limited to the technology that the commander has already researched. One could not simply spawn with a "demolitions" preset when the commander only has nomads and dischargers up.

explain, you can still use the preset and it will get all the "available" tech now OR when it becomes available even if you just pick it at the start of the game and leave it on the whole time. it is far from severely flawed, anyone here can field the "why didn't I get a demo?" question because tech availability isn't the only possibility it could be gold availability. so whats the problem?

gro is of course right, but the current set up is limited in priority for lego if false then savage or pred is false then stalker. I think it also prioritizes getting the unit with the available gold first then getting the items in slot order.

now with the newbie build would be to set up a slightly more elaborate.

Unit: savage -> lego

Weapon: h bow -> xbow -> discharger ->repeater -> coil -> flux

Item 1: immob -> ammo -> disruptor -> demo charge

Item 2: med kit

Item 3: relocator

in the case of a demo runner build for instance.

now I am split on the issue, I tihnk people just don't use presets enough as well, but i also don't want to dictate to new players what weapons to use. I think if you want to be a pro launcher user then by all means use launcher to your heart's content. I also think thie may have a minor unintended consiquence with gold use (as presets just automatically request the gold).

On to ideas,

I supose the added complicated feature should be added to the load-out screen that can have the following options

_ I'm a pro I can make my own builds
_ I'm a newbie show me pre-made builds

change the "preset" button to "automated load-out builds"

when you choose the "i'm a newbie" selection you have have a prompt window that warns about tech availability and gold availability.

also ensure that for any landmine/sensor build those particular items are in the last slot, otherwise if you place a relocator the item order can get messed up. firewards not an issue.
32  Savage XR / General Savage XR Discussion / Re: Lack of team work on: February 10, 2013, 02:47:32 am
There is always room to improve, even at 100% coil I can still try for 2-3 kills per shot. the idea is to determine what threshold someone would consider "teamwork" to be. I am also a person that subscribes to the theory that the less that needs to be said between two people means there is a greater understanding that already exists between them, hence the learning curve for savage is made harder by the existing unspoken understanding of teamwork.
33  Savage XR / General Savage XR Discussion / Re: Lack of team work on: February 09, 2013, 10:32:37 am
it's kinda hard to say anything past the initial attack is "planned" at that point it is often a "reaction" rather than an "action". however lets just say we are beyond "teams generally don't try to do anything coordinated at all" and we are discussing the level of planned and/or co-ordinated strategies.

HOWEVER before we continue what quallifies as a "planned" or "co-ordinated" strategy:

1 - you have a balista. nothing is said or discussed, I cover you.

2 - you have a balista. you voice command "cover me" I swing in front of you and lead the way, I cover you.

3 - you have a balista. you voice command "cover me" I voice command "yes", I cover you.

4 - you have a balista. you type "someone cover me" I voice command "yes", I cover you.

5 - you have a balista. you type "someone cover me" I type "I'll cover you", I cover you.

6 - you have a balista. you type "someone cover me, I can get the sublair" I voice command "yes", I cover you.

7 - you have a balista. you type "someone cover me, I can get the sublair"  I type "I'll cover you", I cover you.

and fyi 1-3 happens every day, guaranteed.
34  Savage XR / General Savage XR Discussion / Re: Lack of team work on: February 07, 2013, 09:43:56 am
The supposed claim is that YOUR team canít organize a push on the enemy. Conclusion, YOUR team is NOT co-ordinated. I come to another conclusion; the OTHER team is BETTER co-ordinated than yours. Youíre in a ballista and suddenly these same 2 scavs with blaze come flying out of nowhere and kill you, you have no back up, omg your team isnít co-ordinated or else you could get that ballista to something important, conclusion people arenít co-ordinated in savage. You are on beast now and there is someone bringing a ballista around, you and another player grab blaze in case that ballista gets a lucky shot off and kill the ballista YAY your team is co-ordinated, co-ordination does happen. Guess what itís the same situation from a different prospective.  Just because YOUR team and situation are not co-ordinated doesnít mean there is a lack of co-ordination and teamwork in the game.

I find the main causes of a lack of co-ordination from a player can be linked to either their own inexperience, which is fine you are new and donít get how it works yet. OR the mindset that this game is somehow played 1 on 1 within the radius of the flux gun between rabid and a battle axe.

The view from my ranged position is me with a coil rifle out to a lego in melee with a pred then out to a summoner and possibly a tempest and/or a shaman back up and thatís what a typical savage game looks like from my position, co-ordinated. (it helps if you arenít the lego or pred in melee to see this).

If there is more than 1 person on either team in a fight or push then by definition they are in a co-ordinated team effort. Now you can complain that they have a low or limited form of co-ordination but that may be due to other uncontrollable factors. But as far as I am concerned if you have flux and I have coil that means I support you from behind while you fight in close. I donít need to say anything, type anything, or assume otherwise unless you say something. And if you donít say anything thatís your own damn fault.

Also, if I only ran into dazed and confused people out for a stroll I can wreck a lot of homes unopposed. The reality of a game for me is if I so much as clip Barfo the Retarded Bunny I suddenly have 5 preds coming from 3 directions on my position.  If thatís not co-ordinated team work I donít know what is.

And yes when plan A fails someone needs to come up with plan B but guess what, the other team isnít going to stop attacking while you come up with it. So yes you are going to lock horns for 10 mins, 20 mins, 30 mins, maybe more until someone comes up with it while fending off the other teamís plan A or B. And itís not, oh chain sac worked, why didnít we do that 20 mins ago, it usually goes after 20 mins of a summoner failing to hit a shield because of 1 tower someone goes, lets chain sac that tower so we can summoner the shield down.
35  Savage XR / Mapping & Modding Forum / Re: @Map makers: Request props here! on: February 06, 2013, 06:35:53 am
just that particular one, and it occurs on every map I pus this particular house on so i don't think it is anything else.
36  Savage XR / Mapping & Modding Forum / Re: @Map makers: Request props here! on: February 05, 2013, 07:42:16 pm
this shows how close I can get to the building, last shot is a spec view of the building

also: yea I know those organic roundish things are harder to make, was making a boarder battle type map and just didn't have any beast like structures. as i stated i know that shit is harder to do by far, but was thinking baby steps, mushroom looking chairs, convert the vine decal into a 3D vine wall??
37  Savage XR / General Savage XR Discussion / Re: Lack of team work on: February 05, 2013, 07:20:48 pm
I don't see this as an issue at all, in fact I find the exact oposite of what you say. the level of co-ordination I see in game has made the learning curve steeper, once someone has a plan or direction teams tend to follow overwhelmingly compared to a few straglers that I assume either can't read english or are just farming. there is the occasional game in which the team just runs in every direction and falls apart but those games tend to last less than 10 mins.

play more, duel less.
38  Savage XR / General Savage XR Discussion / Re: Natsu's view on Savage's balance and graphics on: February 05, 2013, 07:59:44 am
It was way off topic thanks to renegade the issues can be addressed directly.

Graphics pack:

You provided a link, people can download it and try it. I personally, having no actual relation to any devs, S2, or otherwise think it should not go in the auto update. Even when XR came out with new graphic settings I spent my first 5 mins reverting everything. Though I will admit I enjoyed the new crosshair options.
Itís the nature of the beast, I like simple graphics with as little to impede my long range accuracy as possible because for me savage is played on the outer edge of coil range not the inner circle of flux.

Balance mod:

You think itís balanced and like Daemon said everyone has their opinion. For instance I think that balance mod is atrocious as a balancer, but thatís me.  Iíll gladly state my opinions on balance and I vehemently state the game is fairly balanced as is. And yes I think that way because I have played this game for ages and learned what to do in each situation.  Now as a standalone mod, to each his own I have no opinion either way on that.

I think the problem with this is the lack of education on what the existing weapon options are and how to properly use them (for instance read the wiki on incinerator). The problem with radical changes have been outlined by daemon, though I should also note that some people have polished their play styles, thatís a rare thing in this day of rebalance patches every 2-3 months.
39  Savage XR / Mapping & Modding Forum / Re: @Map makers: Request props here! on: February 04, 2013, 05:36:30 pm
ok I got some, first the (what I think are ) easy requests

the collision boxes for the stone village props are not flush causing the walking into invisible wall syndrome can they be fixed?

now the hard demanding shit.

I have certainly enjoyed the new props however I have noticed a human biase to the structures, is there a way to make more beast structures like maybe a vine fence, a hollowed out giant tree, and lets say lego cave paths. just some random ideas I am tossing out there. as a reference I think the default teleport pad I would consider a beast type prop a tree stump that teleports you very circular instead of boxed.
40  Savage XR / General Savage XR Discussion / Re: Shield tower range bug on: February 03, 2013, 05:48:44 am
research center's box is wide instead of tall so the variation is not that different, but the difference between chem fac and a tower for instane is HUGE
41  Savage XR / General Savage XR Discussion / Re: Shield tower range bug on: February 02, 2013, 05:48:23 pm
//create a vector whose length is the radius of a sphere that could contain the objects bounding box

If I am reading this correctly then if the non "magtowershield" object's "bounding box" governs the physical distance in which the object can be placed relative to this shield tower. so allow me to translate.

original: I can build my base and a "Normal" tower placed on the outter edge of the shield radius remains shielded. HOWEVER if I "Upgrade" that tower it is no longer shielded. it seems that the shield range (which is different for each building) is not the same for upgraded towers as it is for normal towers. I suspect this is new because I am fairly certain this has not happened before.

translation: I can build my base and a "Normal" tower bounding box within the magtowershield's bounding sphere and remains shielded. HOWEVER if I "Upgrade" that tower it is no longer shielded. it seems that the bounding box to bounding sphere calculation (which is different for each building) is not the same for upgraded towers as it is for normal towers. I suspect this is new because I am fairly certain this has not happened before.

original: I've noticed the tech buidlings (mag,elec & chem) have the same or slightly different shield-range from shieldtower.  (can't prove it atm, but quite sure about it). I think Necrofears is into something, it makes sense to me that the normal tower have a different range than the upgraded towers, which also cause the bug.

translation: I've noticed the tech buidlings (mag,elec & chem) have the same or slightly different bounding box to bounding sphere calculation.  (can't prove it atm, but quite sure about it). I think Necrofears is into something, it makes sense to me that the normal tower have a different bounding box to bounding sphere calculation than the upgraded towers, which also cause the bug.

according to Daemons post it appears that this calculation is in fact different for upgraded towers. maybe something has become a little more sensative to the calculation or perhapse the visual calculation should be based on upgraded towers instead of normal tower (which it may have been all along and something recent changed it)
42  Savage XR / General Savage XR Discussion / Re: Shield tower range bug on: February 02, 2013, 06:23:34 am
Bullet is right, for the largest difference in shield distance compare a chem factorium (the smallest shield distance) to a normal tower or a research center. there should be a significant difference. for the most part I have noticed that the larger the building is the larger the shield radius is, with the exception of towers.

btw this has always been the way it is.
43  Savage XR / General Savage XR Discussion / Re: Shield tower range bug on: January 31, 2013, 07:39:44 pm
ok I have been noticing a similar type of problem and I think I have it figured out.

I can build my base and a "Normal" tower placed on the outter edge of the shield radius remains shielded. HOWEVER if I "Upgrade" that tower it is no longer shielded. it seems that the shield range (which is different for each building) is not the same for upgraded towers as it is for normal towers. I suspect this is new because I am fairly certain this has not happened before.
44  Savage XR / Support Forum / Re: establishing connection error on: January 18, 2013, 10:43:56 am
on closer inspection it appears that this is a common problem with your specific router, this may seem silly to ask at this point but did you give the router a factory reset, it appears to clear up similar problems people have connecting to steam.
45  Savage XR / Mapping & Modding Forum / Re: New Map xr_house on: November 26, 2012, 03:39:14 am
I have triumphantly returned... somewhat.

I will be getting back to finishing this map in the near future. some lipstick and mascara and she'll be ready.

on another note, YAY XR 1.0 is done, got to play some of my maps I had been waiting to play. weeeeeeeee.
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