Admin > Dev App Testing
New Gun and Stamina System Testing
Dementio:
Even when that Squid armor is down, it can ram kill a bunch of other ships that also have lost their armor. When a Mobula and a Squid both lose armor, the Squid wins...
Squidslinger Gilder:
I've been saying for awhile now...tissue paper fighter with the squid. It should never be able to ram. Also Stamina is now a must have tool for the squid. It can't fly without it. I dunno what was touched but please turn it back. Before stamina the squid was finally feeling good again. Now...I spend most of the time waiting for stamina to reload to do anything.
Also, bug reports:
Chat box bug
http://steamcommunity.com/sharedfiles/filedetails/?id=388777518
Labyrinth...holy hell bug
http://steamcommunity.com/sharedfiles/filedetails/?id=388777610
Literally couldn't mount the wheel until Andros got on it. It kept wanting me to run up the black wall.
http://steamcommunity.com/sharedfiles/filedetails/?id=388777646
Crafeksterty:
--- Quote from: GeoRmr on February 07, 2015, 03:46:40 pm ---
--- Quote from: Crafeksterty on February 07, 2015, 03:42:14 pm ---
--- Quote ---- Rate of capture or de-capture is based on the difference of team ships at the point. E.g. 3 Red and 2 Blue means there is (3R - 2B = 1R) 1 Red ship at the point. Therefore, the goal is to outnumber the enemy at capture points.
--- End quote ---
This should have been the case a long time ago
--- End quote ---
No it really shouldn't
squid zerg rush much
--- End quote ---
But... squid rushes are worse now because 1 squid can stop the power of 2 ships capturing.
Inkjet:
Hmm... do they increase fun? Zipping around the ship is a bit fun, but being shot from nearly directly above with a carronade isn't fun at all.
Dementio:
I liked the occasional 1v3 with top engineers and gunnery, would never die fast enough, which does kinda decrease fun for the enemy.
What has to compensate though is that points might need to be active for longer. Often enough, if you can't capture the point on the first try, the second try will be too late and with a lowered capture point goal as well... At least disable will be more useful now and not disable the ship on the point so it can just block.
About those 20 points per kill, I do remember some times where the game would drag on a little bit when one team was missing less than 50 points to win, but then the other team started their come back. Points for kills could deny such comebacks. In fact in the worst case scenario, it could set the deathmatch skill above the strategic skill of capture point.
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