An old friend has returned
An old friend has returned
Posted by Mkall Mon Mar 24, 2008 3:26 pm
I'll do one more full restock after this supply runs out so get them while you can.
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Re: An old friend has returned
Posted by Evolution Prime Mon Mar 24, 2008 3:35 pm
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Re: An old friend has returned
Posted by Tammuz Mon Mar 24, 2008 3:38 pm
edit: in fact looking at the maths, it pisses over every weapon. at least with the blades we had alternatives, not to mention you can't shoot freinds for xp.
i think i'd rather ghostrider, and starlock enduro-repairing again.
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Re: An old friend has returned
Posted by City Commander Mon Mar 24, 2008 3:46 pm
Shame I've not got anybody with fp4 sk3
Ah well.

Electron wrote:sledge your comments are like a fat chick raping a hot dog, its unpleasent to watch but in the end its gonna happen
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Re: An old friend has returned
Posted by Daneki Mon Mar 24, 2008 4:12 pm
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Re: An old friend has returned
Posted by Uncrazzimatic Mon Mar 24, 2008 4:15 pm
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Re: An old friend has returned
Posted by Burn Mon Mar 24, 2008 4:16 pm
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Re: An old friend has returned
Posted by Evolution Prime Mon Mar 24, 2008 4:18 pm
Burn wrote:And here I was expecting it to be Glyph, or at the very least, Scrappy Doo.
I will take a Scrappy Doo before a Kremzeek. But then again that shows you how evil the Autobots really are.
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Re: An old friend has returned
Posted by Chaoslock Mon Mar 24, 2008 4:20 pm
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Re: An old friend has returned
Posted by City Commander Mon Mar 24, 2008 4:26 pm

Electron wrote:sledge your comments are like a fat chick raping a hot dog, its unpleasent to watch but in the end its gonna happen
Mr O wrote:I'm part Irish, part Scottish, very Welsh, mostly drunk, somewhat Transformers nerd and all bastard.
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Re: An old friend has returned
Posted by Burn Mon Mar 24, 2008 4:49 pm
Evolution Prime wrote:Burn wrote:And here I was expecting it to be Glyph, or at the very least, Scrappy Doo.
I will take a Scrappy Doo before a Kremzeek. But then again that shows you how evil the Autobots really are.
Or stupid ....
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Re: An old friend has returned
Posted by ashe5k Mon Mar 24, 2008 5:24 pm
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Re: An old friend has returned
Posted by MasterCroc Mon Mar 24, 2008 5:46 pm
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Re: An old friend has returned
Posted by Malicron Mon Mar 24, 2008 5:55 pm
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Re: An old friend has returned
Posted by Jeep? Mon Mar 24, 2008 6:01 pm
Member of the 100% Strafe Club (Pre-Reset)
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Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
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Re: An old friend has returned
Posted by Tammuz Mon Mar 24, 2008 6:02 pm
Whiner-tron wrote:The Kremzeek code is still in place? Dose that meen that all of OS's old stuff is still there and, if so, can we have robot modes and minicons back?
I really **** hope not, Kremzeeks a big enough step backwards in balancing the game.
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Re: An old friend has returned
Posted by Rat Convoy Mon Mar 24, 2008 6:04 pm
Please no to minicons. Robot modes would be neat, but require revamping if Mkall could manage it, and could stay away if not. Quint missions, on the other hand - good fun, even without the minicon payout. Of course, all this is assuming the code is still in place for any of them.
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Re: An old friend has returned
Posted by Burn Mon Mar 24, 2008 6:08 pm
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Re: An old friend has returned
Posted by Tammuz Mon Mar 24, 2008 6:09 pm
let alone their Strafe, as most of us know Strafe is the only attack that can deal over 100 Damage, usually it has an RNG element in that targets everyone in the combat zone and disregards hits against freindlies, Kremzeeks lack that, it scores all hits and so their strafe is quite alot more powerful than a comparitive strafe by a TF
and then you have the the problem that you end up scoring XP for damaging you're own team mates!
i'm not up that, half my team are medics, i'm taking my chances in the arena.
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Tammuz - Faction Commander
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Re: An old friend has returned
Posted by Mkall Mon Mar 24, 2008 6:16 pm
Tammuz wrote:Whiner-tron wrote:The Kremzeek code is still in place? Dose that meen that all of OS's old stuff is still there and, if so, can we have robot modes and minicons back?
I really **** hope not, Kremzeeks a big enough step backwards in balancing the game.
Actually, if seibs gives me the new back end passwords, I may be able to fix it so that you don't get xp for hurting your own team mates. No promises though.
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Re: An old friend has returned
Posted by Jeep? Mon Mar 24, 2008 6:17 pm
Burn wrote:Armourhide had decency?
Well, I assume he just sent it away to hide in some deep dark place in the pits of the earth.
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Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
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Re: An old friend has returned
Posted by Tammuz Mon Mar 24, 2008 6:29 pm
Mkall wrote:Tammuz wrote:Whiner-tron wrote:The Kremzeek code is still in place? Dose that meen that all of OS's old stuff is still there and, if so, can we have robot modes and minicons back?
I really **** hope not, Kremzeeks a big enough step backwards in balancing the game.
Actually, if seibs gives me the new back end passwords, I may be able to fix it so that you don't get xp for hurting your own team mates. No promises though.
and the strafe doing stupidly large damages, and the random occiasional glitch where it does nothing and the stupidley powerful stun and bring its inline with the rest of weapons including its occaisional heal and turning on it's owner
NOTHING OF OS'S BALANCED.
NOTHING AT ALL
THIS is a good site on game design, one glyph brought to my attention
Too Little is Better than Too Much
Once you have defined your baseline for your zero sum formulae, things get tricky, which is why there is a need for constant system adjustment via patches in a persistent world. When these adjustments are made, you try to get as close as possible to the ideal balance, but in general, you're better off erring on the side of caution than excess.
The reason you want to err on the side of caution is to make sure that you don't invalidate most of your players' options. Say for example you have a set of weapons available to players in an extremely simple middle ages-style RPG. Barring weapons classified as ceremonial/gladiatoral/desperate, you have the following choices: axe, sword, spear, mace, dagger. This system is very simple, and the weapons behave pretty much like you'd expect them to. However, you have a rogue developer on your team with a personal bias about the dagger, and it winds up being imbalanced.
First let's see what happens if he thinks the dagger should be better. Maybe he was stabbed in a barfight or something, and attaches more importance to the dagger as a result. Therefore, when your game is released, the sum of your factors for axe, sword, mace and spear even out nicely to zero, but your rogue developer has increased the damage and accuracy of the dagger disproportionately, and the dagger's new total is around +4. How long do you think it will take for the players to pick up on this? Now instead of having 5 viable weapons to choose from, you have one. You have just lost 80% of your character type variety, not to mention the whining you will have to deal with when you nerf the dagger down to acceptable levels.
Now let's say the rogue developer thinks the dagger is excedingly silly, and thus lowers its speed and damage ratings. The dagger now has a rating of -4. It's still a problem, but now your viable weapon choices are limited to 4 good, balanced weapons, instead of the 1 they had in the other scenario. It's still a problem, of course, unless you want to relegate the dagger to the ceremonial pile of substandard weapons nobody will ever use under normal circumstances, but when you fix this problem, it will be seen as a buff, and in the meantime your players aren't all running around carrying nothing but daggers.
can we for once concentrate on sorting out the current problems with HMW rather than trying to make new shiney things?
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Re: An old friend has returned
Posted by Chaoslock Mon Mar 24, 2008 6:33 pm
Mkall wrote:Tammuz wrote:Whiner-tron wrote:The Kremzeek code is still in place? Dose that meen that all of OS's old stuff is still there and, if so, can we have robot modes and minicons back?
I really **** hope not, Kremzeeks a big enough step backwards in balancing the game.
Actually, if seibs gives me the new back end passwords, I may be able to fix it so that you don't get xp for hurting your own team mates. No promises though.
Wouldn't it be possible to tone down the main damage from Kremzeeks? I agree with Tammuz that a d-i weapon needs more stats. As it is, Kremzeek with its abilities should be a light-med weapon.
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Re: An old friend has returned
Posted by Tammuz Mon Mar 24, 2008 6:42 pm
Strike 64.8%
Curry 1.4%
Hug 1.0%
Dance 0.7%
Giggle 1.0%
Turns 11.1%
Strafe 14.6%
Blanks 0.7%
Steal 4.5%
paralyse 4.5%
so it strafes at a similiar frequency as 5 strafe, but due to not ignoring friendly fire acts like 10 strafe, so we'll call it 7.5 strafe, it stuns with the frequncy of 2 ram it damages normally as if it's got 10 points even if 15% it's backwards
so thats what 19.5 points IF we ignore how horredously buffed strafe is normally
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Re: An old friend has returned
Posted by Burn Mon Mar 24, 2008 6:42 pm
But tossing it out entirely would be better, I quite like how the weapons are looking these days.
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