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Master of Chaos (MOC) - N...
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Monthly Master of Chaos (...
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It's been 20 years, who's...
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S54 - draft cup 2024 summ...
Forum: Pro League Discussion
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MOC - April 6th 2024 - @ ...
Forum: Zone Events + Warzone etc.
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MOC - March 2nd 2024 - @ ...
Forum: Zone Events + Warzone etc.
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MOC - February 3rd 2024 -...
Forum: Zone Events + Warzone etc.
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MOC - January 6th 2024 - ...
Forum: Zone Events + Warzone etc.
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MOC - December 2nd 2023 -...
Forum: Zone Events + Warzone etc.
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MOC - November 4th 2023 -...
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AXE DEMENTO- Chaos State of MINED |
Posted by: Axe Demento - 10-25-2012, 04:02 AM - Forum: Chaos Discussion
- Replies (23)
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I would like to thank everyone for helping me have a great relaxing year of SS FUN!
I think that chaos is a great place to play!
Hallu have fun! make sure you get to enjoy yourself as well!
To all the Fun people i wish you well
...Be AXEcellent to one and nother!
I will see you in 2013!
if anyone want to give a hello! message me here! let others know http://www.sscentral.com the best SS sight!
Keep up the great site pollix!
.....AXE
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S32 R12 Schedule |
Posted by: Caerbannog - 10-24-2012, 04:03 PM - Forum: Pro League Discussion
- Replies (1)
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Round 11 Results:
10/21 4:01 pm Thor def Rebels 12-4 log
10/21 3:05 pm FTNguyen def Llamas 11-6 log
10/21 2:40 pm Assassins def StarFire Elite 12-5 log
Thor managed to slow another game to a crawl vs. Rebels. First kill at 17 for Thor, then the game kept rolling their way from there with help from Psycho, using three lives in 10 minutes.
Llamas brought shame upon the Nguyens name by not dying 12 times. The game itself was all sorts of strange. It was up to 4-0 for FTNguyen, then went all the way to 6-6 before someone died out. TVB played the full "45" minutes, and racked up 11 FR. Cycl0ne for 10 FR on Llamas' side.
Assassins couldn't get a third 12-1 vs. SFE, but rather 12-5'd it. Saiyan forced 8 repels on top of his 3-0 stats, earning the bot MVP at +18.
--- Rosters are now locked. ---
Standings after R 11/15:
1 FTNguyen 11-0 93 0.453
2 Assassins 7-4 28 0.469
3 Thor 7-4 21 0.49
4 Rebels 5-6 -9 0.51
5 Llamas 2-9 -52 0.547
6 StarFire Elite 1-10 -81 0.531
These times are in EST. Europe goes back an hour this weekend, USA follows Nov 4th. So for europeans, you need to show up an hour early.
Schedule for Round 12
3pm:
StarFire Elite vs. Thor -- 107378
Llamas vs. Rebels -- 107379
4pm:
FTNGuyen vs. Assassins -- 106380
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S33 New Squads |
Posted by: Three - 10-19-2012, 08:53 PM - Forum: Pro League Discussion
- Replies (2)
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Squad Name: Requiem
Captains: three, Candyman, Durabolin
Roster: available upon request
Note - please unlock rosters as soon as current season finals are over
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S32 R11 Schedule and Spaceship statistics game |
Posted by: Caerbannog - 10-17-2012, 02:34 PM - Forum: Pro League Discussion
- Replies (7)
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Round 10 Results:
10/14 4:08 pm Rebels def Assassins 10-7 log
10/14 2:59 pm Llamas def Thor 12-7 log
10/14 2:29 pm FTNguyen def StarFire Elite 12-0 log
Rebels managed to defeat Assassins 10-7 in a strange game. Rebels got the early 1-0 lead at 2:14, then killed Arc twice at 6:09 and 6:53. Nacre subbed in, but since he is a legend he died out at 12:04 for no apparent reason. The score was 12:04 at that point. A bit later develop subbed in, trying to turn the tide. He burned 3 lives in under 7 miuntes, and Ass only got 1 kill during that time frame. So we get to 27:31 and 3-9 2v4. Then Kdak and Saiyan kill 4 people before time runs out, dying once. Pseudo and Clapton played full time, finishing 4-1 and 3-1 with 4FR each.
In other news, Llamas beat Thor for their second win of the season. Llamas only wasted 3 repels total, which I still suspect is related. SF won the MVP by bots with 4-2 and 5FR 3AS, while Babaloo finished 1-1 6FR 4AS (and the first KO, solo). Candy valiantly ran away as much as humanly possible and finished with +5 rating.
FTNguyen used silly ships vs. SFE and won 12-0 with Leg and 7th having the silliest ships of them all, and thus getting 5-0 and 4-0. Unlike their recent win over Rebels? SFE wasted 11 repels total here.
--- Rosters are now locked. ---
Standings after R 10/15:
1 FTNguyen 10-0 88 0.467
2 Assassins 6-4 21 0.493
3 Thor 6-4 13 0.493
4 Rebels 5-5 -1 0.5
5 Llamas 2-8 -47 0.52
6 StarFire Elite 1-9 -74 0.527
As random reader interaction we'll have trivia / guessing game / know your spaceships, mangdawg game.
Which 4v4 player has....
1a) The highest DDPM stat prior to round 11.
1b) The highest DDPM stat prior to round 11 and at least 5 games played.
2a) The highest DTPM stat prior to round 11. MOST DAMAGE TAKEN
2b) The highest DTPM stat prior to round 11 and at least 5 games played.
3a) The lowest DTPM stat prior to round 11. LEAST DAMAGE TAKEN
3b) The lowest DTPM stat prior to round 11 and at least 5 games played.
Submit your replies as... replies. Winner gets 4 free bursts to use in a 4v4 practice. Or a youtube link to Savage and Ghostbuster17 caught on tape.
Schedule for Round 11
3pm:
StarFire Elite vs. Assassins -- 107231
FTNGuyen vs. Llamas -- 107232
4pm:
Thor vs. Rebels -- 107233
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Underlord's Stats Website |
Posted by: baldorin - 10-15-2012, 07:26 PM - Forum: Pro League Discussion
- Replies (18)
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Who can we talk to about getting the stats.svszone.com site up so league has more visibility?
Historically we had better populations when a league site existed so inactive/new people could visit and see who's still playing and whatnot. It's also easier for people to check out schedules and stuff as well.
I would be willing to put up cash to get it back online - and will of course ask for nothing in return.
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SVS-98 Chaos! |
Posted by: hallucination - 10-10-2012, 01:21 AM - Forum: Chaos Discussion
- Replies (9)
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From News.txt:
SVS-98 Chaos!!!
Starting this friday we will bring back the
vintage SVS-98 Chaos Map and Settings!
30 bty start! Hardly any greens! 6 man freqsize!
Downgrades! Plentiful Super, Shields and Warp greens!
NO Bonuses! NO ranks. Streaks WILL count.
These settings will be in until the reset at the following Wed,
when the Halloween map and gfx will come in!
Expect plenty of tricks and treats during the rest of October.
OOoooo scary.
Congrats to develop who repeated as Master of Chaos!
--hallu
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S32 R10 Schedule & Rosterlock |
Posted by: Caerbannog - 10-09-2012, 04:53 PM - Forum: Pro League Discussion
- No Replies
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Round 9 Results:
10/7 3:59 pm Assassins def Thor 6-5 log
10/7 3:44 pm Llamas def StarFire Elite 12-8 log
10/7 2:40 pm FTNguyen def Rebels 12-3 log
Assassins kind of let Thor do their thing of flying backwards, lobbing multibullet. So the game was mostly very slow, with a few faster kills. Jake at least repelled swamp to a bomb he missed with, while both were moving at about rocket speed already. oss seems to have done the grunt work with his 2-0 6FR.
Llamas got their first win of the season after showing up with a gazilliontrillion players and using 5 of them. Something Clutch put up a fight until the very end getting a kill 4v1.
Rebels once again had less than an optimal show-up, and lost 12-3. My 4-0 1FR reigns superior, although the robot prefers KN's 3-1 with 3AS 5FR (23 to 12 rating). Dagger's spider was the first out, after which the game was obviously 4v3 and the x-radar advantage was gone. 7th countered the spider with a terrier, which btw does not have free x. Game wise it was a pretty solid match.
Oh, I believe I curved a bomb by two repels right up the ass of pseudo.
--- ROSTERLOCK IS BEFORE ROUND 10, including players who haven't played. Excluding potential dissolving squads' players, maybe. ---
Standings after R 9/15:
1 FTNguyen 9-0 76 0.492
2 Assassins 6-3 24 0.492
3 Thor 6-3 18 0.515
4 Rebels 4-5 -4 0.492
5 Llamas 1-8 -52 0.515
6 StarFire Elite 1-8 -62 0.492
Next round completes 2 full cycles and locks rosters. Llamas will look to carry that momentum over to defeat Thor. Rebels have a chance to fight the people who carry Dre around.
Schedule for Round 10:
3pm:
FTNGuyen vs. StaFire Elite -- 10708
Llamas vs. Thor -- 107086
4pm:
Assassins vs. Rebels -- 107087
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Chaos Zone Observations |
Posted by: Sue E. Side - 10-04-2012, 02:08 PM - Forum: Chaos Discussion
- Replies (18)
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I'd like to think these observations of a Chaos Zone diehard with a shamefully high amount of playtime under his belt will bring up some discussion about the state of the zone and whether or not changes should be made, but I'm throwing them out there regardless:
A slick addition. Added new stats for goal-oriented players, especially significant because it rewards those choosing to fight rather than run and encourages players to keep their high bounty in play.
There are just way too many of them floating around and the fact remains that prizes such as repels and bursts became repulsively easy to collect in a zone that already starts you off with a well-stocked ship. It's not uncommon for a target to use four or more repels in just a minute's time, among other defensive measures, which can grow incredibly frustrating when targets are constantly running on a map I'm sure many will agree is too large for the low population it houses. Greening used to be a neccessity once upon a time, requiring players to pick them up as often as possible, adding a layer of depth to the gameplay that's now practically nonexistent due not only to the green and ship settings, but also bonuses and flagging rewards. I miss playing with/against ships of varying speeds, recharge rates, etc.
Bonus points are either too easy to obtain or cost of bonuses too low, take your pick. It should not be this easy for players to prize themselves multiple sets of toys in a zone where they're already extremely easy to come by via greening, flagging, playing the weekly trivia game or being showered with free greens just because a zone staffer feels like it. It's been mentioned before by SuG, but these bonuses provide absolutely no downside to their use other than depleting your bonus point total and adding one, such as warping you to a random location with depleted energy after each use would cause players to think twice before abusing the feature.
Let's face it, what should have been one of many game styles offered wound up actually hijacking the entire zone. If you're interested in flagging or not, chances are some or all of your targets are and you will have to deal with the consequences whether that means being hunted by a 4-5 man freq at low bounty because your name just turned red or struggling to find targets because the flag carriers choose to play it safe by removing themselves from the action. More often than not the flag game tends to contribute to the culture of cowardice that I've noticed to be unfortunately predominant in the zone since my return last May. "Keep away" became a common strategy, grabbing a flag and flying around the quiet edges of the map, avoiding conflict at all costs in a zone originally designed to bring players together. It's had a significant impact on the zone in a number of different areas such as the aforementioned cowardly style as well as increasing the number of high bounty kills and sheer volume of toys in play. Increasing the flag timer from 3 to 12 minutes has improved the game somewhat, but the bottomline remains the same: I loathe that a kill or be killed zone has become a flagging zone.
I still love this map, even after all the minor changes it has undergone over the years, aside from the reset/MoC winners rectangle eating up precious real estate in the center of the map, but I can't help thinking the flow of the game can be significantly improved with just a few minor bottlenecks being opened up, such as the O12 intersection possibly allowing access to/from all sides of the tunnel. The population numbers being what they are, we should be finding ways to imptove the flow of the game rather than slowing it down - it's already easy enough for a coward to run all day long without giving them endless tunnels to mine/brick, too.
We recently had a 12 hour safe timer implemented for a reset and I don't think I'm exaggerating when I say most opinions about the setting were negative. There was/is absolutely no reasonable argument to be made for it, just as I don't understand why the 15 minute timer of old was replaced with a 45 minute timer. The 15 minute timer not only served as a more than adequate way for people to run AFK for bathroom breaks, phone calls, etc without losing their bounty, but it added a safe camping option that no longer exists: turf wars would sometimes erupt when hunters chased targets into a safe zone knowing they had to poke their head out to reset their 15 minute timer or lose their ship/streak. Safe to say that increasing the timer to 45 mins made camping those safe zones an absolute waste of time. As an added bonus, reverting back to 15 mins could serve to remove the burden of having the bot remove/reprize anti-warp and reset kill streaks.
If stat winners are allowed to employ virtually any means neccessary to achieve their goals, such as abusing ship changing and Esc Q to win ratio, there's no integrity and without integrity they're nothing more than personal goals - no need to dedicate a precious chunk of the map to glamorize them. There was the one incident in recent months of Ethylene being disqualified from a reset, but questions regarding that case have gone unanswered.
In short, I think too much has been done to "dumb down" the zone to make the game more accessible for newer players when the fact of the matter is there is virtually no retention of those new players. Best to keep the zone as true to its roots as possible, catering instead to the oldschool vets we know log in everyday rather than the rare newbie that likely won't change his decision to stay or leave based on these settings anyway.
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a squad |
Posted by: Equi - 10-02-2012, 05:54 PM - Forum: Pro League Discussion
- No Replies
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Im back on ss and am free to play 4v4 if any squads need, pm me or leave a message with me via ss as i dont come on this site often.
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