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Instagib?

by sonic20x6 on 08/30/2012 23:15, 65 messages, last message: 12/04/2012 17:11, 26498 views, last view: 05/02/2024 06:33

Why do all the populated servers in Sauerbraten have to be instagib? I don't mind instagib, it's just all I see in active servers are instagib servers. I'm sick of the gamemode. I miss being able to use my other weapons instead of the rifle! I miss actually having HEALTH which doesn't kill you in one shot. I get lucky to find some regen capture or ffa servers, then a person will come in and ask if it can be changed to instagib, in which I'm like "NO! There's like 5 other instagib servers out there, go to those."

What is with everyone and instagib? What happened to variety?

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#27: Re: ..

by Razgriz on 11/22/2012 23:18, refers to #26

i think the term 'scattergun' would fit that weapon better. despite knowing nothing about the differences between a scattergun and a shotgun, i just assume scatterguns have a greater spread.

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#28: ..

by ultrasemen on 11/22/2012 23:48

Oh, and another idea. About "regen capture" mode, what if we make refilling ammo/health at bases faster, but only when there is no enemy nearby. And make people respawning on friendly bases, not just somewhere randomly.
Because it takes long to get to your base and get all the ammo and armor then, after every respawn, I think that's why people avoid regen capture.

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#29: Re: ..

by Razgriz on 11/22/2012 23:52, refers to #28

oh sure, then some few people will camp all RL and CG bases and will regenerate ammo/armor too fast because they'll be impossible to kill.

so how about no.

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#30: Re: ..

by ultrasemen on 11/22/2012 23:53, refers to #26

I don't think that launching distance is a problem with grenade launcher.
I think the problem is big delay after you launch it.
It is not useful against moving enemies, at all! It is really useful for blind flooding bases for just killing everyone from distance and they can't even shoot you, but in all other modes it's not useful at all.

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#31: Re: ..

by ultrasemen on 11/22/2012 23:55, refers to #29

But it won't regenerate fast when enemies are near them. It only will regenerate fast when they are alone at their bases, and no one is shooting them from distance.

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#32: Re: ..

by baby~rabbit on 11/23/2012 00:18, refers to #31

So when you approach someone at an enemy base they're more likely to be at full health and fully loaded with ammo. Sounds like capturing bases would be significantly harder.

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#33: Re: ..

by ultrasemen on 11/23/2012 00:32, refers to #32

Doesn't everyone just wait for the full health/ammo anyway? I thought they are just like me.

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#34: Re: ..

by suicizer01 on 11/23/2012 02:05, refers to #33

As far as I know, you can't get any health neither weapons already when your opponent is standing next to your base?
I think if the regeneration of health and armour wouldn't depend on standing next to your very own base would make it less useful to stay at bases. You currently are getting rewarded 3 times actually. First by receiving points from the vases which are being controlled, second by getting armour and third by regenerating health back to its maximum. That seems to stimulate to stay at a certain area greatly.
I think if you would generate health and armour about 3 or 5 seconds after you've spawned or took damage (so if you've been hit by anything then it stop generating) would create a better flow in the gameplay.

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#35: Re: ..

by ultrasemen on 11/23/2012 08:50, refers to #34

So we are just getting points from bases, and health and armour are regenerating themself? It sounds like usual "capture" mode too much.
Well...
I clearly see the idea of regen capture. People are bored of just capturing points, let's make these points tactically useful, giving unique weapons, health, armour, so you will really want to capture and hold them.
So all this camping, hiding, etc is the main point of regen capture, that's the diffence from another modes. And all I don't like is just what happens right after respawn. You are with pistol, no armour, often right inside enemy territory. You have to get to your team's bases, and wait until you will have ammo and armour, it really takes long, and then you're rushing, dying, and all this shit again.

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#36: Re: ..

by suicizer01 on 11/23/2012 10:34, refers to #35

But staying at your base shouldn't be the way to go, because conquering bases speeds up the proces and keeps a certain flow, while holding bases won't.
Maybe you should be rewarded when you're attempting to capture the opponent's base instead, like getting armour. So while your opponent gets weapons and health from thir very own base, while you get armour from the very same base. So in that situation, you have more chance to capture the base, while the opponent had a fair chance to actually kill you.

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#37: Re: ..

by suicizer01 on 11/23/2012 10:40, refers to #30

Also the delay for exploding of the grenaded take less long in SVN. Personally I hate that.

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#38: ..

by ultrasemen on 11/23/2012 13:08

I just tried to say...
I love regen capture, I love tactical way, I love camping, I love defending and I love attacking and flooding bases with GL and rockets, and then surviving against enemies doing the same, and regen capture is funny just how it is now, nothing to change, but...
I just HATE respawning on enemy bases without armor/weapon. That's all. One thing that ruins regen capture completely for me, ruins all the tactical way, all the fun, and is turning this mode to surviving with pistol against miniguns and rockets, widly jumping and running across the map to my team's bases every time I die.

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#39: Re: ..

by suicizer01 on 11/23/2012 13:18, refers to #38

That's just the point, when your opponent wouldn't have full armour, you just can't kill them when they stand next to their base while you only got a pistol (even it's causing 35 damage now).
In my solution, the opponent should ave stranded next to their base to gain weapons, but also attempted to attack (an empty?) base to get some armour.
It would also reduce the ridiculous high kills per deathof which you sometimes end (like 86frags, 3 deaths or so).

The point is, you should be rewarded to capture bases, not only by holding them.

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#40: ..

by ultrasemen on 11/23/2012 13:19

I mean, surviving like this may be funny too... sometimes. But it really becomes annoying soon because it is:
a) luck to spawn on friendly part of the map/meet no enemies on your run to your friends
b) patience to wait on your bases until you get full health, ammo and armor.
And not much depends on you.

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#41: Re: ..

by ultrasemen on 11/23/2012 13:24, refers to #39

Hm. I realised there is much simplier solution for random-pistol spawning. What if we just spawn players on random bases their team own, with full armor, ammo and this base's weapon? So they can instantly join their teammates and attack something.

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#42: Re: ..

by suicizer01 on 11/23/2012 13:29, refers to #40

Yes, but spawning next to an opponent's base solves my solution also. It's likely that the opponent standing next to the base only has the certain weapon and full health. So annoying him would make it way easier, as it would take about 5 pistol shots to kill him. Then the sane situation appears for him; he spawns next to one of your bases and annoys your teammates.

Getting armour while standing next to the opponent's base would also result that you would be fully equipped with health, armour and weapons if you wait a while after you've captured the base, so that stimulates you to continue your journey to other bases of the opponent (as you probably would get attacked in the mean while of regenerating health).

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#43: Re: ..

by ultrasemen on 11/23/2012 13:31, refers to #42

>So annoying him would make it way easier, as it would take about 5 pistol shots to kill him.
And it would take about 1 rifle/minigun/rocket/anything shot for him to kill you. This is madness, anyone with even a little sense will just jump away as fast as they can.

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#44: Re: ..

by suicizer01 on 11/23/2012 13:32, refers to #41

That's called classic capture. You spawn with 2 random weapons, full armour and health and can receive ammo from your base.

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#45: ..

by ultrasemen on 11/23/2012 13:33

Also, if I understand it right, armour is not like additional health, it just blocks damage partially and is not as useful as health regeneration for enemies holding the base.

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#46: Re: ..

by suicizer01 on 11/23/2012 13:33, refers to #43

Compared to the situation where you face an opponent with 100 heath and 100 armour, it's waymore balanced.

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