It's up on the pug server for anyone to try 162.248.95.129:7777 pass: ape
The download is kinda slow, grab it here beforehand.
Keep in mind this is the default siege profile, nothing has been changed yet.
Objections and suggestions are welcome.

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It's up on the pug server for anyone to try 162.248.95.129:7777 pass: ape
The download is kinda slow, grab it here beforehand.
Keep in mind this is the default siege profile, nothing has been changed yet.
Objections and suggestions are welcome.
The jetpack. If its going to be a thing dont put in the same key as walk since its stupid
i could say fix the minigun but i guess its never gonna happen same with crouch abuse
remove protector and change the binds for jetpack , jump was okay. Buidable ape cannon refills in suplier ? , biobomb 250 pls. (overpowered as fuck)
fix minigun , noobs.
Most of the changes on the default profile were made to encourage fast offensive play.
Let's make a balance between defense and offense.
Defense
- Protectors available, only 2000 HP (same as a mine), half the fire rate a SP, don't survive a nuke.
- ContainerX, way weaker than the XXL2g and only a limit of 4.
- Ape Cannon available, situationally good on spam maps, price increased to 750 due to being refillable (was 500).
- Ape Cannon no longer stops spawning in overtime.
- Guardian, cheap poison guardian that doesn't slow down enemies.
Offense
- Pulse Rifle price reduced to 750.
- Hyper Leecher build time reduced from 10 to 4, price reduced to 301.
- Protectors can serve as core finishers in maps where you can make teles above it.
- Dampener, you can now wipe out enemy defenses while totally inaudible.
- Mid grenade launcher (heavily nerfed)
- Mid Damage amplifier lasts 40 seconds.
- Mid spawner scales down spawn time by 15% on overtime.
- Door jammer, this is the end of gate based ANTIFUN tactics and a huge opener for long range leeching.
So,
You can now have games on maps like Mazon, Gateway, Braveheart, Ronsicos and Chasm without getting your base destroyed under the 10 minute mark.
Simplex, Coret, Niven overtime are no longer a worry, jam the door and you won't have nasty surprises while nuking.
You can ninja into an enemy base and destroy/leech a lot of stuff before being detected, Bluevember is one of the maps that comes to mind.
You have 10 more seconds to harm stuff with the damage amplifier.
The availability of the Guardian is a double edged sword, can help defend... or give huge amounts of RU to enemies.
More alternatives to attacking, you can end games on the 'mid' stage where nukes aren't the main destructive force yet.
Let's not mention the 0016 changes that:
- Grant global RU rewards handed out by the core RU generator, so a team benefits more from a ownerless supermine.
- Player-count scaling RU penalties to supplier spamming teams.
- Removal of containers and super containers will slowly grant all the players the RU invested to build it if a lamer removes it.
- Jetpack usable on high pingers, two modes easily remappable within the Options menu (walk, duck), no more bind hell.
-- PD: You can now reliably fly out of water/lava, etc because you don't have to double tap, think about that.
It is different? Yes, but not as much as you think.
Getting used to the jetpack takes no time and the hover function will allow you to easily navigate in straight lines where needed (hello BlackRiver).
The BioBomb is useless if there's a protector nearby, and besides it's already like this, no need to nerf the cost.
Change something, and you may end up with a profile where a handful of maps are unplayable... again.
PD: McSwartzly and HillForts are still a problem, haven't come up with something to deal with maps where the core is already in an almost unreachable position.
Mmmhhh... short range build disruptor?
It's like a permanent EMP... caused by a nearby device.
That could work, although with some changes to how EMP'd builds behave.
Minigun keeps the same? unfortunate =(
How about super protectors taking you down to 50 hp instead of 10 hp? ( ° ͜ʖ͡°)
Agreed, particularly on maps where basecore is enclosed with walls nearby (Azcanize, Mayak, etc.) the core absorbs the damage from all the sludge every time. And if you plant the biobomb well it will cause this damage anyway. It's become a big reason for maps finishing before 10 minute mark and needs either nerfing or making more expensive
Limit mines to 5 per team please.
mine limits please , so this mine spammers cannot get nkklls and keep building mines the entire game .
the ones who are crying are the ones who are dieing.
dieding*
Only had a few minutes with it:
All the little optimisations are highly appreciated
New items add more complexity, can't hurt
Platform doesn't block tele anymore, though, the newly introduced anti gravity platform does
The jetpack is absolutely inconvenient in its default set up
Minigun still overpowered (lcweapons)
Antigravity been on the server with Outworldholdbeta exclusive build, been around for awhile... afaik. The newest is door jammer.
Everything else is fine for me so far until I find something.
Not sure if this is weird or normal or what, the shrinker suit allow you to piston higher than usual. lol.
Repairing core command doesn't work for red core?
Alias[5]=(Name="RepairCore",Command="admin set %game%.sgbasecore energy 30000;close")
bah well that didn't work well but originally it does. Had to fix/update my binds. :P
You're a huge geek and I really appreciate all this new cool stuff, thank you. Someone may have asked this already but have you fixed ape cannon ammo being refilled by supplier?
8 mines per player would be good...
Personally do not like the duck/walk bind to use jetpack its always been preferred to be binded to jump key.
Lastly ducking issue its still bullshit amsorry
I don't wanna be a chicken I don't wanna be a duck so I shake my butt! Na na na na! :P
Oh yeah... b4 I even forget, HALP! Ppl raping servers with so many platform bridges! I can't join without having to turn off demo! (Usually a bit more after 600 channels cause demo crash.) & other who have high ping can't join the server. :P
Like this: http://i60.tinypic.com/pm2ok.jpg
http://i58.tinypic.com/2d8eux0.jpg
http://i62.tinypic.com/r2klm1.jpg
Lag rape.
Well, global mine limit could go from 20 to 15.
The mine limit isn't going to happen.
@Higor
I have a few ideas to share.
For the EMP, make it so its effects last for 5 seconds before anything can be repaired. The old EMP was borderline effective at times because players could instantly repair a mine. The new EMP would not prevent new builds (mines) from being made after the blast initially goes off. EMP with these parameters and same blast radius as old solves the core access issues in Hillforts & McSwartzly, making those otherwise very enjoyable maps quite playable in siege with coordinated attacking.
The bio bomb is too cheap. I understand making it cheaper encourages its use but now the game can basically be ended in 3 minutes on one life to start or if nobody is baby-sitting the core and a protector happens to not be in place or gets killed, massive core damage can be done for very cheap. Upping the price to 200 or 250 makes this a riskier play. 150 bio bomb makes large RU return too easy.
I don't see any notes about the damage amp strength being changed. I remember Rays making a point not too long ago about how the buildable damage amp used to be much stronger than the mid spawning amp. When you pay 2500 RU to build a damage amp, it is supposed to be very strong. If I am not mistaken, if you double nuke a super container with the amp then it should die. It is very op which is why it costs 2500. A quantification of damage with the mid spawning amp as well as buildable amp would be appreciated.
Nice job with the other stuff. Door jammer should be interesting and hovering is a nice option with jetpack. Can't wait to see Octavian hovering over my base spamming rockets lol. Luckily I have a mean minigun to fend off those types of attacks.
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@jay2
Not sure if you were aware of these past threads, but want to give you an idea of what you are up against.
http://www.unrealkillers.com/f19/next-evolution-3884/
http://www.unrealkillers.com/f19/mine-limit-3885/
People love their mines here.
the emp idea sounds stupid.
why are you trying to make nuking easier?
you are probably like one of the apes who keep dieing on mines.
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btw on another note on bathroomsultimate if someone open the toilet and you piston up and when it closes you can jump out (with jump boots) is that allowed?
convict thought it wasn't allowed.
I fixed the map one year ago, it's on Chamberly's server.
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That's because only a handful of Siege players understand what 'fixed defense' and 'ground controller' roles mean and assume it.
Unfortunately the 'bot hivemind' I started making for Siege in 0013 doesn't support bot roles and don't consider players as a part of them so it can't tell players where they're needed the most, would have been a nice addition for beginners.
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PD: Let's first try the profile before jumping into conclusions.
I do predict that I'll make more maps viable, what may happen next can be tweaked.
Altering siege because of one or two lousy maps isn't the best idea.
http://puu.sh/gsdCe/6b59e5dd4e.png
It was actually pretty close.
Unlimited mines is op, imo.
sigh at siege
5 seconds for emp effect is way too long... think about it. Theres too much you could do to an enemy's base I would say 3 to 4 seconds would be a much better balance. Lastly altering siege because a few maps arent playable isnt the right way.
There is an add-on that you can edit map without having to edit siege. Which is cool. 8)
The suggestion was for Hillforts and McSwartzly only, not all maps. I don't think I was clear on that. Especially Hillforts since that map is fun but never gets played because it's 3 hours each time. I understand the slippery slope point of view, however.
I never personally had a problem with the EMP anyway back when those changes were made. I was glad to see the nuke siren and motion alarm go. Neutron I was 50/50 on. But then again, I liked the spy suit, so you can laugh at me there. Too epic pretending to be the enemy for 3 minutes and then making a tele above their core or wherever.
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Granular siege