Siege 0017 suggestions

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  1. #1
    Administrator |uK|chiseller's Avatar
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    Siege 0017 suggestions

    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.

  2. #2
    Dominating Krikor's Avatar
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    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

  3. #3
    Godlike Shiro's Avatar
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    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.
    Never Lucky.

  4. #4
    Whicked Sick Higor's Avatar
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    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.
    ------------------------------------- * -------------------------------------

  5. #5
    Godlike Shiro's Avatar
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    Quote Originally Posted by Higor View Post
    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.
    emp bombs just in maps like this (SIMPLEX Q_Q)
    Never Lucky.

  6. #6
    Whicked Sick Higor's Avatar
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    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.
    ------------------------------------- * -------------------------------------

  7. #7
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    Minigun keeps the same? unfortunate =(

  8. #8
    Unstoppable audiosonic's Avatar
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    How about super protectors taking you down to 50 hp instead of 10 hp? ( ° ͜ʖ͡°)

  9. #9
    Rampage BONZ's Avatar
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    Quote Originally Posted by Beast View Post
    biobomb 250 pls. (overpowered as fuck)
    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

  10. #10
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by BONZ View Post
    either nerfing or making more expensive
    It needs re-balancing, and that has been done with the availability of Protectors.
    You don't build one in 0017, you're asking to be biobomb'd.
    ------------------------------------- * -------------------------------------

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