honestly, i think the best system was quake 1/3, etc :\
where you could setup your own binds and aliases, ie:
bind J say_team “enemy high - left”
bind K say_team “enemy low - mid”
bind L say_team “spawn in 15 secs”
bind M say_team “quad/penta in 15 secs”
bind , say_team “flag outbound low”
etc.
the only other thing you need is the ability to ping teammates/enemies/key locations.
You should check how communication with no voice done in HoN (Heroes of Hewerth) and available to every player, it is very fast and intuitive when you get use to it. It is a mix of targetable objects/areas with mix of short cut commands and ability to provide directions and such. Granted it is a isometric map which makes all of that way easier in 2d environment.
You should check how communication with no voice done in HoN (Heroes of Hewerth) and available to every player, it is very fast and intuitive when you get use to it. It is a mix of targetable objects/areas with mix of short cut commands and ability to provide directions and such. Granted it is a isometric map which makes all of that way easier in 2d environment.
yea, i’ve played a game like that too, can’t remember which it was tho. was an FPS.
mouse over target, hold modifier key, select from radial menu.
or mouse over target, press a given bind, and that action is called out.
and about the isometric map, in BF2 it was a 2d battle map representation. and teams were in squads. so you give order to squads instead of individual players. everyone had to join a squad each map. and you only had to select a squad, right click it, select the order to give, click on a location or enemy.
still, that was too much for people… and when the commander did give your squad orders it was something usually very… ‘not tactical’… :\
i think simple binds would do so you can call stuff out fast like ‘fall back’, ‘defend our beacon’, ‘attacking in 15 secs’, etc… binds you can setup yourself to suit your play style.
I find that > 900 players online it becomes noticeably laggy, > 1400 players online it is very much unfun and > 1800 players online you’d have to put a gun to my head to get me to play.
Unfortunately that means that I have pretty much stopped playing except for some half afk PVE battles while watching a movie and the occasional late night insomniac PVP when player numbers are down. And I hate PVE. I know it’s probably time to let go (again) and find something else.
One cool weapon i know is in Nexus: The Jupiter Incident - the siege cannon formation. 1 capital siege ship in the middle flanked by 3-4 other connecting ships to help charge it up and it fired a big shiny lazor for massive DoT at insane ranges.
Also love the huge beam laser disco display from Freespace 2 in multi-capital combat. I think we need multiple big ships per corp here… xd
Any idea how they (dreads) will operate? Will some player(s) in the corp have direct access to certain controls of the ship or just a big boring slug fest between 2 ‘idle’ bricks just for show? Would be nice to mix the game with some Nexus style RTS as capital control.
Lag … I can cope. Came from games with worse handling.
For me it’s the wobble issue.
If I’m not mistaken, MM checks for region (Russia, Europe, USA) and assign servers based on the majority. Read it somewhere, could be my imagination.
Anyways - I wobble only on Russian server. So I would play a game or two whenever and see where MM throws me.
When it’s more USA / Europe than Russia – I start my Contract grind.
Again - could be my imagination. Or tied to server load… in which case I wait till it’s less than ~1,600 peeps.
It most likely depends on region indeed. I have severe issues playing on US servers (160-220ms, int flying becomes a constant fight against controls not to crash into anything at high speeds when maneuvering). I have 20ms to Russian servers and around 50ms to EU ones.
It most likely depends on region indeed. I have severe issues playing on US servers (160-220ms, int flying becomes a constant fight against controls not to crash into anything at high speeds when maneuvering). I have 20ms to Russian servers and around 50ms to EU ones.
It most likely depends on region indeed. I have severe issues playing on US servers (160-220ms, int flying becomes a constant fight against controls not to crash into anything at high speeds when maneuvering). I have 20ms to Russian servers and around 50ms to EU ones.
I have 17 ms to EU server, 50 ms to RU server, 135 ms to US server.
That’s all quite decent. But I get heavy lag on any of them when player numbers are high.
It most likely depends on region indeed. I have severe issues playing on US servers (160-220ms, int flying becomes a constant fight against controls not to crash into anything at high speeds when maneuvering). I have 20ms to Russian servers and around 50ms to EU ones.
I’m used to 160ms! I can get around 60ms once in a while, and it’s obviously US. PvE in full tiers can get me 45ms. But yeah, I’m used to 160ms ping times.
abit too late and prolly gone past this … but I managed to get that goddamned massive Crit on Gauss
out of 30 - 40 crits this was the only one that went over 6k. it seems that gauss cant land all 4 projectiles on an inty at any range.
— now back to grinding synergy … fun.
I’ve seen some discussions you had here on the topic on Gauss cannon, so, after Kostyan asked me of it once again, I gave him some figures, and I think you guys should have them, too.
So the math for this weapon (and others with charge time) is simple:
1st charge = a*b
2nd charge = 2a*b/2
3rd charge = 3a*b/3
Where a is crit chance and b is crit damage.
So if you want to do more damage while charged - use implants to crit damage increase.
As for gauss: mathematecally, if your crit chance is below 33% then it doesnt matter how exactly you’re dpsing, overall dps should stay the same
Some more info:
laser weapons have 5% chance to crit and 50% damage multiplier
plasma have 5% chance to crit and 75% damage multiplier
kinetic have 7% chance to crit and 50% damage multiplier