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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!
190083 Posts in 11010 Topics by 18595 Members
Latest Member: Windwalker1218
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16  Savage XR / General Savage XR Discussion / Re: Last attempt for Savage XR on steam? on: September 11, 2017, 07:01:42 pm
So is this idea dead? Or are you still updating and making changes to the game so are putting it on hold.
17  Savage XR / Re-balancing Suggestions / Re: Tech buildings speed up buff pool regen on: June 15, 2017, 01:42:40 pm
The only thing we should be trying to do is reduce buffs.. it's bad enough I have to play one team due to the overpowered buffs that everyone seems to be fine with. It's like we're purposely trying to ruin a good game with shit suggestions Smiley
18  Announcements / Main Page News / Re: XR 1.3 on: June 08, 2017, 02:44:01 am
Awesome to know that bugs are getting fixed this quickly. Thanks for the work as always.

Still a bit puzzled on this behe sprint thing. So were behes considered under-powered these past 12 years?
I'm not sure if the patch is the cause of this or me just looking for something to complain about, however short path maps have been
 even more dominated by beast. Maps such as kinixxx, puchi6 and izi which have short paths just seem to be behe dominated. I just don't see the reasoning behind this change... the problems that were first mentioned were siege spawning for defensive purposes and beast winning more games than human and this buff just seems to ignore both of those issues.
Would love to know the Human to Beast W/L since the patch.

I am just a bit confused by it all.  I am probably just being a whiny bitch for no reason, after all that's what you turn into when you play savage daily.  Smitten  Angel  Smitten  Angel
19  Announcements / Main Page News / Re: XR 1.3 on: June 06, 2017, 04:18:40 pm
When you place a gate allowing it to be destroyed then place the 2nd gate it will randomly spawn you somewhere on the map. Pretty game breaking glitch that I like to abuse, never works out for me though.  Evil Cheesy

Workers will stop working when one of them is deleted by commander. Often happens when mining, haven't checked to see if this happens whilst they're building.

Shuffle votes are completely broken. It will move half of t1, t1's commander and people from spectate into team 2. At this point it is better to be removed completely then having it's current state in the game.

Whose idea was it to give behe sprint? Let me get this right, we had a problem with beast winning more games than human so this "Newerth Council" decide to buff something that was perfectly fine as is. The shaman + behe train was a great combination as it was, but now it's almost impossible to stop it. Especially with half of the brain-dead savage community not knowing how to defend the prebuff behes.
20  Savage XR / General Savage XR Discussion / Re: Is it dead yet? on: May 26, 2017, 10:13:18 am
Nah, still going. With the steam release right around the corner hopefully it will bring a few vets back for a few games. Right daemon and clemens? ))
21  Savage XR / Re-balancing Suggestions / Re: Self-buffs cost gold on: April 17, 2017, 07:09:46 pm
I've always wanted to see another stats page including buffs/building dmg/objectives captured.

and the respawn time still punishes people who use the buff for buildings which is their intended purpose. As much as I absolutely detest buffs, they're crucial in that without them every game would be a draw. I still like stringer's idea the best
22  Savage XR / Re-balancing Suggestions / Re: Self-buffs cost gold on: April 17, 2017, 11:35:32 am
I proposed before to take the incentive away - so players killed by autobuff would not give kills and drop gold, would not get deaths and maybe even have gold reimbursed, making autobuffs useless for any kind of stat farming or griefing.

But that was dismissed as too artificial and unnatural of a solution.

Easily the best suggestion i've heard in a while. I would prefer it this was changed slightly so that siege units still counted as kills/wasted their gold. A fire/shield buff to take down siege seems reasonable and should be rewarded.
23  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: April 16, 2017, 07:11:59 pm
Requests for Daemon (Mapping)
Group of mushrooms (Preferably XR models. ts ones look shit)
Group of glowing mushrooms
One large mushroom
One large glowing mushroom (different colours pink, blue, green ect)
Willow Tree
Climbable Redstone/Goldstone
Giant Redstone/Goldstone crystals without stone
More Dead bushes/Dead Trees
A progess capture flag (Like in SavRez)

Requests for Crashday
Savage Resurrection type HUD
Ping/FPS display for Simple HUD

Requests for Clemens
Players getting stuck in terrain on 32x32 maps.
24  Savage XR / Re-balancing Suggestions / Re: Self-buffs cost gold on: April 16, 2017, 06:58:58 pm
I'll gladly support any and all nerfs to self buffs. Ruins any skill that's in the game and most of the time aren't even used for the proper purpose. Although I have a hatred for buffs used purely for kills, I do believe they are very important to the attacking aspect of Savage. Will be very difficult to deter plays using them for kills though, even with the added gold idea. Balancing them so that they're used to progress the game rather than kills seems like an impossible task though.  Rolleyes
25  Archive / Server Forum / Re: Instagib server on: April 09, 2017, 03:51:06 pm
I love it Smiley Great to play when there's only a few people online. Just a few suggestion I have to offer:
1) I'm not sure about everyone else, but I am not a big fan of mist being in the mod. I just prefer it being a movement/accuracy based mod rather than searching for a player using mist.

2) Would be great if you could get an instagib category in the mapping section (Normal Savage/Duels/Samurai/Instagib) Not sure who works on this site, however this would tidy up the mapping section and provide a more sufficient way of viewing the maps that the mod has.

3) You need to determine which maps you're going to use and then change the overhead for them. You've created new paths and closed some parts of the map off (which is understandable, and provides better gameplay) but have not changed the overhead.

As I said, really funny mod and I see it being played more than any other  Angel gj
26  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 5-4-2017) on: April 05, 2017, 05:01:27 pm
Great fixes and changes.
Really enjoyed self buffs being off, was new and refreshing :/ miss it already!
I feel the transporter is more reasonably priced now too.

Two more things that may have been fixed/looked into are:
1)Firewards/mines killing units when they are being resurrected.
2) I mentioned briefly units were showing as transporters on ts mini-maps. I would like to expand on that by saying both teams had this problem, meaning that the units on t1 were showing as transporters and t2 were showing as conflux. The size of the transporter/conflux on the minimap would also increase in size when the player had died. 
27  Announcements / Patch Notes / Re: XR 1.3 Patch (2-4-2017) on: April 05, 2017, 12:49:53 am
Just played on newhope and had this weird glitch: every time I came to this weird spot with a rock every sprite near the rock would disappear, except the ground. My Graphics card is an R9 270X. Tried recording it, but both AMD Relive and OBS only get a frozen frame  Undecided

I think that's just a poorly built map, probably an occluder sticking out from the hill behind you. I noticed it too!
 Knuppel Knuppel Should probably be fixed but highly doubt it.
28  Announcements / Patch Notes / Re: XR 1.3 Patch (2-4-2017) on: April 04, 2017, 05:45:02 pm
I know this isnt balancing thread, but you have got to do something about conflux/transporter.... stupid

1) On TS maps all of the units show as transporters.

2) The word arsenal is censored.
29  Announcements / Main Page News / Re: XR 1.3 on: April 04, 2017, 05:50:00 am
Thanks for putting the time into this cancerous but wonderful community Smiley Long may it live on too  Smitten
30  Announcements / Patch Notes / Re: XR 1.3 Patch (2-4-2017) on: April 04, 2017, 05:48:36 am
Just some things that need to be change and fixed, some have been said, some maybe fixed:
Fix Infinite mist
Wards/mines falling through props
Whatever stops me from moving workers when i alt/tab as commander.
Raise the price of transporter to 200 stone, limit it to 2 instead of 3.
Even though I have my profanity filter switched off, I believe wtf should be uncensored.
Still would like to see tree reduced in health (if it hasn't already in the 1.3 patch)
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