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well, its still a hyperspace breaker:
this little thing breaks a hole into the hyperspace, and it attracts everything traveling in hyperspace to that hole... and when an object is coming out of the hyperspace completely unprepared, it takes damage and is disabled for a short time...
seems logical to me^^
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It's a trap, when you know where they come. You can put mines there they will be relocated.
when I think of hyperspace breaker, it breaks teleporting and don't allow them to enter the zone (or becomes repelled by the closest breaker). That sounds more like breaking to me.
Well it can still sound as hyperspace breaker. I think teleport breaker sounds more understanding, as the noobs ask, what does hyperspace breaker do? Does it stop units in hyperspace? Hyperspace is the wrong word I think.
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ok, in the next version it will be called Teleport Breaker
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what about my suggestion not to make the breaker last 3 minutes, but make him last until he got an enemy?
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i dont like that suggestion, but its a possibility, yes... again other opinions are required
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1 shot ward? Maybe? Then it would stay until it's triggered.
3 mins, big probability for none to use TP during that duration time, but also could be triggered several times too!.
I dunno I find both of solution good. Same for me. (I didn't say yes!)
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i like to say the hyperspacebreaker is just annoying. its just stupid when placed hear a cp. you can capture the cp so easily, because you can just place the breaker nearby behind a cliff and nobody can teleport to the cp. the teleport breaker should NOT affect CP-teleports.
btw question: if a breaker and a mine are at the same place, does the 25% damage of the breaker applies before the mine damage?
dont get me wrong, i like the teleport breaker as a counter to exploder or goblin tank (tp-> hammer) tactics, but disabling CP-teleports.... no. maybe make it cheaper/last longer or whatever if the breaker seems to weak then, but please remove the affect-cp-teleport feature.
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DerSatan Wrote:i like to say the hyperspacebreaker is just annoying. its just stupid when placed hear a cp. you can capture the cp so easily, because you can just place the breaker nearby behind a cliff and nobody can teleport to the cp. the teleport breaker should NOT affect CP-teleports.
right...
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I did use the tactic of placing teleport breakers and place a mine near it to own incoming CP-teleporting enemy tank. Quite imba tactic. But as DerSatan said: It's a very imba tactic to capture a CP with great teamwork. It also affects CP skill.
Also there is a issue with placing the ward in closed areas, which could completely put all enemy ground tanks stuck in one spot and everyone on the enemy team could just leave them and destroy the base. That is LAMING. You'll agree if you see the replay with all the enemy ground tanks stucked in the forest.
This bug will most likely be fixed in next ver.
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disabling it for CP-teleports is the best imo, too...
if nobody votes against it here, i will change it
EDIT: @TKF: that bug was already mentioned, and it is fixed... i hope to see no posts like this again ~~
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Yes, i vote 'PRO-no-cp-breaker' then too
(just so you know there are more that think this way)
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Batto Wrote:Yes, i vote 'PRO-no-cp-breaker' then too Where's that poll? I missed something? Well I'm not against the breaker to affect CP, but not against to remove it either.... Same for me.
Currently there is a chance for triggering fatal error when enemy uses teleport near teleport breaker (That is what I suspect). I dunno why.... I only experienced it once so far in a teleport breaker battle...
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Bob666 Wrote:well, its still a hyperspace breaker:
this little thing breaks a hole into the hyperspace, and it attracts everything traveling in hyperspace to that hole... and when an object is coming out of the hyperspace completely unprepared, it takes damage and is disabled for a short time...
seems logical to me^^ That sounds quite good!
And so does my idea))))
How about making prolonged descriptions on items in a literature style? Make those descriptions in gray color so they wouldn't attract players much but will add a game some mysteriousness, mysticism and intrigue:)
And Thou shalt trust... The Seer.
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Гнойный буйволизм, товарищи, - это ГБ!
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Vomitus Wrote:How about making prolonged descriptions on items in a literature style? Make those descriptions in gray color so they wouldn't attract players much but will add a game some mysteriousness, mysticism and intrigue:) That might come in conflict with the multiboard, cuz extreme high descriptions will crawl beneath the multiboard, which looks stupid ingame.
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Some other maps do that, but for me (and I think a lot of other players out there) it just distracts from the actuall facts that you want to know.
Additionally, tooltips have a maximum length and for example, the Mine-Tooltips already reached it, so there's not even room for a description.
This post has been brought to you by Sand - it's everywhere, get used to it.
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Exodus Wrote:Additionally, tooltips have a maximum length and for example, the Mine-Tooltips already reached it, so there's not even room for a description. You're right, I was thinking about abilities description. But you can reach the multiboard, by using some |n and short line info's, like on weapons. I did reach beneath the multiboard when I added so-called literal extra info on a weapon.
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What is multiboard?
And Thou shalt trust... The Seer.
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Гнойный буйволизм, товарищи, - это ГБ!
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Multiboard the the board at top right corner which shows how much the players has in kills and deaths. Team names... Also shows their tank type and their name and color.
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I undesrtand.
Well, Ok, that was only a suggestion, so it's yours to go on or not.
And Thou shalt trust... The Seer.
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!
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However it is not needed for me, i still suggest you make a new topic for these kind of things, since it is not really that much only related to this topic (hyperspacebreaker).
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