Welcome, Guest. Please login or register.
Did you miss your activation email?
November 18, 2019, 12:38:25 pm

Login with username, password and session length
Search:     Advanced search
Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
189879 Posts in 10981 Topics by 18417 Members
Latest Member: bhiomapion
* Home Forum Wiki Help Search Login Register
  Show Posts
Pages: [1] 2 3 4
1  Savage XR / Re-balancing Suggestions / Re: Nerfing Siege Camping on: July 26, 2017, 01:31:23 pm
I can see charged shot working for summs and ballis.
Siege could either choose to shoot immediately without charge, mb using 60-70% of summ's mana and causing less dmg to legos/preds so they don't insta-kill them. Or they could start charging, getting back theirs insta-kill dmg to units, and somewhat increased dmg to buildings to compensate their lower fire-rate but they would also get slower turn-rate, movements speed while charging.
The mana cost for a non-charged shot should make spamming a shot impossible, balli already has a cooldown after shooting (which  could be reduced(?) for a non-charged shot).
The non-charged shot for a summ could have a visibly smaller effect, while balli missile could be slower.

Problem is I'm not sure how fun it would be to play as a balli/summ with this mechanic. As for now the only effect of this mechanic would be to reduce dmg to units, which would be much easier to just do globally.
2  Savage XR / Re-balancing Suggestions / Re: Nerfing Siege Camping on: July 23, 2017, 11:12:40 am
The ideas discussed here will get implemented in form of a test week if they are not vetoed by council or if they are possible to code/design.

The ideas in the thread (before Bullet's suggestions) were:
siege hits are no longer one shot kills (for preds/legos at least)
siege units can't enter/re-enter spawn points freely
sac/demo/spawnpoint providing some from of defense against siege
3  Announcements / Patch Notes / Re: XR 1.3.6 Patch (19-6-2017) on: July 18, 2017, 06:32:21 pm
I think I had similar problems before.

There's a network option under System where you can set your connection type. Mine was on ISDN and when I set it to LAN the problem went away. Not sure if we have the same problem or if that was the real solution but it's worth a try Smiley
4  Savage XR / Mapping & Modding Forum / Re: statistical gameplay balance as a requirement for maps? on: July 17, 2017, 06:49:37 pm
No, because balance isnt the deciding factor in which maps are enjoyed on public servers.
I agree and I think izi was a good example. Horribly balanced in favour of beasts yet one of the most played maps.
I wouldn't call balance a non-issue but certainly not important enough to warrant a script banning maps.
5  Announcements / Development News / Re: Hello, brother! on: July 16, 2017, 09:30:30 pm
The example is still good Tongue

The mothership is a very useful unit, but compared to what it was originally designed to do it's nothing but a high hp spellcaster. It's weaker than any other capital ship but costs way more. Its size and attack animation is in huge contrast with its actual combat ability, which is horrible.
Compare it to the SC1 arbiter.
As for your last paragraph, yes, that's what I meant and I'm glad the development is not going into that direction. Smiley
6  Announcements / Development News / Re: Hello, brother! on: July 16, 2017, 10:19:14 am
Currently I have 3 comments.

1) While I don't know what direction these new units will go I would just like to give a caution against them becoming some sort of "ultimate" units. Ultimate units are generally not fun to get to, not fun to play with and not fun to play against it. A good example of this is the mothership in Starcraft 2, that started as an ultimate unit in development (https://www.youtube.com/watch?v=rl4Co57XFbE) but after the beta and testing it it was reduced to a low-health, low-damage spellcaster unit with an impressive appearance and attack animation that now just looks ridiculous considering its base stats.

2)
Quote
Yes, more reasons for comms not to stay in comm.
Shouldn't we go the opposite direction? Comms curretnly spawn either out of necessity (repairing shield, dealing with demo runners when no one's home, etc.) or out of boredom in lategame when there are nothing else to build.
Since the question of buffs have came up, there could be ways to incentivize comms using buffs by making comm buffs cheaper compared to self buffs. Beasts could also get a buff (from entropy) that teleports a friendly unit home healed-up to defend against demo runners.

3) The discussion about siege camping had a short revival recently, and some good ideas has been brought up in the past and in the current discussions. Before implementing other changes I would like to have more discussions about it until at least we can have a consensus about what ideas to test out and what ideas should be rejected.
7  Savage XR / General Savage XR Discussion / Re: Comm-less Mode Discussion Thread on: July 11, 2017, 03:23:28 pm
Xr_pvp2 is unfortunately almost never played, due to darkness of the map and possibly because of its extremely small size.

I like the idea of putting the maps into that message Clemens, but could you instead create a "/commless" command, that would list the pvp maps, and put the instructions up instead?

As an alternative, could all commless maps have the same tag in the beginning of their names?
8  Savage XR / General Savage XR Discussion / Re: Comm-less Mode Discussion Thread on: July 08, 2017, 09:58:15 am
As I see it there are two kinds of map "required".

1) an alternative to xr_pvp. A small, commless map that we can play with only a few people around to build server. Preferably without siege units.
2) an alternative to izi. A small, easy to comm, simple map.

A more complicated and ambitious idea would be to create a commless map for 10-14 people. However a map like that would require capturable spawns that can be better defended than a flag. I know Daemon mentioned something about re-buildable spawns, something like that could work on a larger map (with no siege).

However I still think that the lack of comms is mostly a problem when the server population is low, the first 2 options could help a lot about that with the least required effort.

Anyways, thanks in advance Tjens.
9  Savage XR / General Savage XR Discussion / Re: Comm-less Mode Discussion Thread on: July 07, 2017, 01:33:49 pm
I don't think a commless mode where officers can and should be building/researching everything is a good idea.

Something more feasible and useful would be a mode that, like xr_pvp gives you tech over time and officers can create spawnpoints around the map. Problem with this is that untowered garrs/subs will become more and more vulnerable over time, a solution might be to be able to upgrade them with more hp/attack/shield/heal effect. An option like this would also require some method for the team to get redstone.

I haven't tried the officer building gui yet, so I don't know how accurately you can build with it, but human bases with shields need to be built sometimes quite specifically.
Having multiple officers decide what the base would look like could be another problem, restricting team to 1 officer would be essentially a commander making the mode pointless.

Unless you're trying to create a mode that could replace commanders in a lot of games I think a better option would be to just have more maps like xr_pvp.
Or make commanding more fun/easier so we get more commanders.
10  Savage XR / General Savage XR Discussion / Re: Comm-less Mode Discussion Thread on: July 01, 2017, 03:43:16 pm
I haven't had any experiences with commless mode so far, but one problem with it is that the vote cannot be initiated if there's 1 comm already elected.

I'm not sure this restriction makes sense so I would suggest removing it.
11  Savage XR / Re-balancing Suggestions / Re: Read 1st :: Post here your 2nd generation re-balancing suggestions on: June 30, 2017, 12:11:19 pm
When burrow/outpost is destroyed by the enemy the team gains no stone.

I think this should be removed because it's pointless.
12  Savage XR / Re-balancing Suggestions / Re: Nerfing Siege Camping on: June 19, 2017, 05:12:56 pm
Sac isn't overpowered, sacrushes are. If humans got to the point where they can get ballis out that sac rush probably failed (although not always).

As for immersion breaking, you could make the demo item protect the demorunners, I can imagine a small "tentacle" coming out of sub when the demo is placed similar to how towers look like when you place them under commander view.

The changes themselves would change only spawncamping (unless misused, although I don't know how) which is the goal of the changes.

Although I don't think it's a good idea, but the effects could be researched after researching the items at tier3. The reason I don't think it's good is because it would legitimize spawncamping, but it would also change the game less.

But I really don't think immersion is such a high priority, I know it's not for me.
13  Savage XR / Re-balancing Suggestions / Re: Nerfing Siege Camping on: June 19, 2017, 04:37:41 pm
I have an idea on how to nerf siege-camping when it's the most annoying (imho anyway), that is demorunning and (chain)saccing.

So one idea is to make the usage of sac immune the user to any siege damage.
The other is to have sub-lairs emit an "aura" that makes T1 units invulnerable to siege damage.


Also reducing balli and summ dmg to "somewhat-less-than-a-lego/pred" could make siege units less of a defensive units, but it would severely decrease their protection even when they are attacking.

My problem with Trig's 30s cooldown is that I don't think siege units entering and re-entering is a big issue, while it happens sometimes, most of the times the behe/balli camping camps until the danger is present and they don't enter/re-enter.
The 30s would also penalize players using siege units "appropriately".
14  Announcements / Main Page News / Re: XR 1.3 on: May 18, 2017, 07:13:24 am
Server has 20-30 ppl playing most weekday's afternoon/evening (European time). Weekends are usually more populated, so yeah, I would say it's stilll alive Smiley
15  Announcements / Patch Notes / Re: XR 1.3.4 Patch (9-5-2017) on: May 16, 2017, 03:56:16 pm
If you're the only one on the team and die and then spectate yourself you can switch weapons and enter into first person mode.
I can take a look, but I don't think it matters much if you're alone - does it actually cause any issues?

Yeah, its very minor.
Pages: [1] 2 3 4
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2007, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.025 seconds with 18 queries.