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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 18569 Members
Latest Member: hyperpolymath
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16  Savage XR / General Savage XR Discussion / Re: INFO: How melee works. on: July 21, 2017, 10:19:12 pm
I refered many people here who ask me about melee, this topic should be kept updated if possible!
17  Savage XR / Re-balancing Suggestions / Re: Nerfing Siege Camping on: June 21, 2017, 09:42:03 pm
Siege camping is one of the main reasons people quit this game, It's about time.
Old players quit because of siege camping, new players leave because of Shagroth(s).

Is this a personal attack or is it attempt at making a point...?

* I will never choose to attack newbs. Spec me anytime.
* More chances they leave when they get killed by something they don't see or know how works, like a random lightning/summoner shot. Melee is very straight forward, big guy hits you and you die.
* In general Newbs would leave would leave the game no matter how they got killed though, cause its the spoonfed generation.

  • It can instantly kill a fully equipped unit with 1 shot(whereas its true purpose is buildings, not units)
Although 1 shot kills are a high vulnerability, sieges are themselves even more vulnerable to these fully equipped units (and other sieges) if they're not close to respawn points. Leaving the dictionary purpose of siege units aside, they are still needed. In a 9vs9 match on public, defending against 9 behemoths is not happening without siege. It would need an extent of coordination that goes very far beyond a rabid and another player with a blaze.

"High vulnerability" what? Elaborate?
Of course siege units are vulnerable to attack, they are supposed vulnerable because of the potential damage they can deal to a base in a short time.
Using siege in defence is the lazy mans way of playing the game. Of course siege is effective vs behemoths, but a repeater nomad with immob is more cost effective and probably better(I did not do the DPS math).
What would make what you say better is 2 shamans and 6 behes and a blaze/saccer. But how often does this perfect situation occur in a public game, where the real problem lies?

  • "Use ranged weapons" If you are the sole person who can push for your team, you cannot do that as beast with ranged.
You are not supposed to push alone, although the old players that you've mentioned in your first line of course would like to be able to do so. If absolutely needed you can still hide behind a tree. But if your definition of pushing is to crush anyone who spawns from strongholds (of course to give room for summs to kill shields, harvester of noobs), so god be with us.

This is a weird way to see the situation. I believe you are having several logical phallacys in your reasoning so far.
The players quit cause siege camping makes the game boring, whatever skills you may have does not apply versus the instakill.
I can try to break it down for you how the game works lately in my experience.
Lets say comms are equal.
Very often teams are unfair, usually there are some top players on both teams, of course if this does not happen the lesser skilled team loses.
What I experience very often is fighting a stack, where my team relies on me to do the work. I can do that very well, unless something instantly kills me where i have no ability to stop it and strikes me out of gold. Now I am suddenly unable to do anything unless I steal from team gold, which is usually empty on the worse team side. I would elaborate further but I believe you can understand the issue.

With my (human) viewpoints in mind, the only solution that I could see working would be a damage reduction against siege if sac has been activated in a certain radius around respawn points. Against beast siege, I could see a damage reduction on behemoth hits working if the human unit is carrying a demo pack. This needs to be of course tested and the % or # of reduction should be likely not the very same for both races.
Wow no....

If anything saccers should take more damage cause of how overpowered it is when used correctly.
18  Savage XR / Re-balancing Suggestions / Re: Nerfing Siege Camping on: June 19, 2017, 06:04:00 pm
Siege camping is one of the main reasons people quit this game, It's about time.
Siege camping is a problem because:
  • It prolongs games to the point where its simply boring.(behe spawning is the worst)- 1 behe can stop a team of demo runners using a lot of time and team effort just to get stopped by a guy who plans something for 1 second and stops the run with 1 move.
  • It can instantly kill a fully equipped unit with 1 shot(whereas its true purpose is buildings, not units)
  • 1 siege unit can effectively kill for 20k gold in a few seconds, with no negative effects(like elec cooldown)
  • Gold is extremely crucial to both sides, 1 siege unit can fuck up that balance with a "lucky" shot.
  • "Use ranged weapons" If you are the sole person who can push for your team, you cannot do that as beast with ranged.

Few years ago I could probably make several pages with points to why siege is killing the game, but I stopped caring.
It's a bit late to do it now, but better late than never.
19  Savage XR / 2nd generation changes / Re: Flux and Sac, conjoined twins on: March 20, 2017, 05:58:52 pm
Beast sac range was halved, and all sieges took increased range damage(extreme impact on behemoth) and less melee damage and for some reason and started to show health back in 2006.
First change was great, rest... why?

I think the flux gun in its current state is bugged, cause it was made this way the same time the siege change happened. This was by a 16 year old kid who could barely play the game "balancing" it was done without any counsel.

He did however made some good changes -

Ballistas was massively nerfed at the same time, no one really whined about that either, except the campers.
The ballistas turning speed depended on your fps, high fps = extremely fast turning speed, and oh - almost double size the shooting box you have now.(this was requested to be nerfed by me).

Anyway the sac change no one really cared about, it made the game better. I think a tier 2 sac can make the game better and more enjoyable. It really needs to be playtested for some time though.
The game is by no means perfect, it is a flawed diamond like it has always been, not reaching its full potential.

I think its about time to make the changes this game needs before its too late.
20  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: March 08, 2017, 06:49:26 pm
Just crossed my mind as the only simple logical explaination.
21  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: March 06, 2017, 08:41:12 pm
I just had the 3 hit bug on a demo. It could not be more clear, i was swinging 3 times to hit a demo as a predator(lvl4 exactly) on bobbes demo(without any interference, just me and the demo).
Were there any buildings nearby? Or other items? Anything?
I need something reproduceable.
Yes there is a sub, and there is also a legionaire with officer flag regen. Can that make it bug?
22  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: March 03, 2017, 09:59:20 pm
I just had the 3 hit bug on a demo. It could not be more clear, i was swinging 3 times to hit a demo as a predator(lvl4 exactly) on bobbes demo(without any interference, just me and the demo). I even typed /stopdemo but i figured out i was not recording at all, woho.

This bug does exist, 100%

(it exploded after 3 hits)
23  Announcements / Patch Notes / Re: . on: February 22, 2017, 07:28:34 pm
To turn it the other way you can also block the demo with a storm shielded unit if you stand exactly on top of it. Just an old trick..
24  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: February 22, 2017, 07:25:00 pm
Yes I know about the low sound that barely changes volume, but its not noticable, and I want to hear it like I hear when I'm hitting something with flux to be absolutely sure I'm hitting my target.

Doesn't matter if it's not stored in DB I play with stats off, I just want to see the amount of healing done, I want to see the impact you can have on the game as a healer, thus making it more rewarding to play a healer and more attractive.
After playing shaman for 1 hour just now i realized there is something missing. ShamanShield

A sound that lets you know you are hitting something with shield, maybe just a brigher version of the current shaman shielding sound

Well there is a sound (and i added it along with a purple effect too) when hitting something with shield, but originates at the target, so if you're far away, you may not hear it.


At rewards screen, it only says revives not amount of healing done. Shouldn't be hard to add in healing done?

Even if it would say healing done, the game and the DB only store revives, not healed HP.
25  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: February 19, 2017, 01:07:44 pm
After playing shaman for 1 hour just now i realized there is something missing. ShamanShield

  • A sound that lets you know you are hitting something with shield, maybe just a brigher version of the current shaman shielding sound
  • At rewards screen, it only says revives not amount of healing done. Shouldn't be hard to add in healing done?
26  Savage XR / 2nd generation changes / Re: Flux and Sac, conjoined twins on: February 15, 2017, 09:02:03 pm
What we need to see to make a good adjustment on this is the stats on games above 5 minutes.
Beasts are in general easier to play at a newbie level on both sides and will generally win.

Flux knockback has no effect vs a sac rush, it wouldn't change anything to have it removed in the early game.
Mid-game is another story. The higher the skill on the human player the more the benefit but it also denies skill on beast which is bad.

Sac is strongest early game and there are no real counters to tier 1 sac, except a very skilled team with above 30% flux aim or high disch aim which can punish it.

Tier 2 sac would balance out the worst rushes, but would it make beast too weak in a high tier game?
Not having to worry about a sac rush means you can basically do what you want.
Edit: would possibly make strata/summ only reliable tactic?

TLDR;
Need stats from 5min> games to make correct adjustments.
27  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: February 10, 2017, 07:44:22 pm
med switch bug!!! before i forget it cause im too used to it!
Making a swing instead of using an item.
28  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: February 04, 2017, 11:00:28 pm
It happened today, I hit the demo with some leaps back and forth cause of dodging hits. But I'm sure I hit it.
I also know I'm not the only one who experienced it, it occurs very rarely however - so work on important things before attempting a squash on this one Smiley .

Pulse server
not really anything leading up to it, just a normal demo on a sublair.(no one standing on it)
29  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: February 04, 2017, 09:07:46 pm
There is 1 bug that really can decide games sometimes.

Sometimes a demo requires more than 3 hits on a level +4 pred, however it's impossible for me to reproduce.
There must be a random component happening.
It is also a bug that only appeared in the recent years.

Only thing I know that has been done to demo recently is the behe nerf to it, did the demo change in any way after this?
30  Savage XR / General Savage XR Discussion / Re: It's time for a big patch - XR 1.3! on: January 31, 2017, 06:50:50 pm
Make it (hopefully) Steam ready!
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