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  S32 R6 Schedule
Posted by: Caerbannog - 09-11-2012, 05:23 PM - Forum: Pro League Discussion - Replies (3)

Hello



I've been busy getting my mouth raped at the dentist... but the schedules will just rotate rounds 1-5. Those legendary short write-ups, the actual !schedule on bots and standings etc. are going to be added here tomorrowish as I just got home and can't feel my face <img src='http://www.subspace.co/public/style_emoticons/<#EMO_DIR#>/smile.png' class='bbc_emoticon' alt='Smile' />



Round 5 Results:

9/9 4:01 pm Assassins def Rebels 6-4 log

9/9 2:44 pm Thor def Llamas 12-6 log

9/9 2:37 pm FTNguyen def StarFire Elite 12-3 log



So Assassins defeat Rebels in a slow paced 6-4 game after Rebels were up 2-0. The highlight of the game was when Develop subbed in for Dre

develop in for Dre [Full Sub] [Time: 00:04] [3 lives]

Candyman> oh

Candyman> benched

clerisy> yea ;p

develop> dre did good

Candyman> dre <img src='http://www.subspace.co/public/style_emoticons/<#EMO_DIR#>/sad.png' class='bbc_emoticon' alt='Sad' />

clerisy> yes he did

Kane> !stats

ossi kb Psycho Psematic -- Assist by: Dagger

ossi has 2 lives remaining - [22:57]

Score: 2-0 Rebels -- [4v4]

Dre> still dumb sub



I mean, you just can't write comedy like that.

Thor beat Llamas 12-6 in a pretty standard game with no stats that really stand out. I kid, I kid. There's no way r has ever gotten or will ever get 9 kills before/again. 9-3 (cheating for kills via extra toys, ezpzingzong) and 5FR. Llamas look a bit lost, getting their players in minutes before the game, just.. showing up for the sake of showing up.

Better than nothing, of course.



FTNGuyen vs. SFE wasn't very exciting at a 12-3 with all sorts of stupid ships on Nguyens. MfA did reach 10 mines again. He's going to win most mines in the league by far without fedu challenging him for it.







Random extra statistic: 53 pilots have seen playtime this season so far.



Standings after R 5/15:

1 FTNguyen 5-0 43 0.5

2 Thor 4-1 19 0.5

3 Assassins 3-2 9 0.5

4 Rebels 2-3 -6 0.5

5 StarFire Elite 1-4 -34 0.5

6 Llamas 0-5 -31 0.5



3pm:

StarFire Elite vs. Assassins 106307

FTNGuyen vs. Llamas 106308



4pm:

Thor vs. Rebels 106309

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  S32 R5 Schedule
Posted by: Caerbannog - 09-04-2012, 03:38 PM - Forum: Pro League Discussion - Replies (6)

Round 4 Results:

9/2 4:05 pm Thor def Assassins 7-5 log

9/2 3:55 pm StarFire Elite def Llamas 12-8 log

9/2 2:51 pm FTNguyen def Rebels 12-4 log



Ok reverse order... FTNguyen vs. Rebels was rather chaotic. FTNguyen used two subs, Rebels used one. Other than that, 7th saga wasted three repels in two deaths, Rebels wasted 8 total. TVB seems to have racked up most of the stats at 4-1 4AS, 3FR.

Then for the more exciting results. StarFire Elite won a game. Yes. They did, and they only wasted two repels. There seems to be a correlation there. In 33 minutes 47 seconds of gametime MfA managed to force 7 repels... and use 21 mines.

And Thor defeated Assassins 7-5. I'm not sure how long it has been since Mop, ossi and bhang last played, but they didn't look to be in the best form. These squads' second and third games should be fun, since many harsh words were used in the chats after the game. Somehow Candy was 0-2 by 2-1 score, but when he is OUT! the game is 7-5 for Thor at 40:08. And then they just ran.





Standings after R 4/15:

1 FTNguyen 4-0 34 0.563

2 Thor 3-1 13 0.604

3 Assassins 2-2 7 0.5

4 Rebels 2-2 -4 0.5

5 StarFire Elite 1-3 -25 0.396

6 Llamas 0-4 -25 0.438





Schedule for Round 4:

3pm:

FTNGuyen vs. StaFire Elite -- 106073

Llamas vs. Thor -- 106074



4pm:

Assassins vs. Rebels -- 106075

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  Antiwarp in Safe
Posted by: Ethylene! - 09-03-2012, 05:35 AM - Forum: Chaos Discussion - Replies (13)

Why the fuck does antiwarp go off after about 5 minutes while in safe? I was waiting for a turret to leave safe so I could burst them and then all of a sudden they warped away. I looked down and antiwarp, that was on, was now off. I did a test and it is about 5 minutes in safe and antiwarp gets automatically turned off.



Stop fucking with the settings and not telling anyone.

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  The +1 flag game
Posted by: Plutorus - 09-02-2012, 10:35 AM - Forum: Chaos Discussion - Replies (38)

Would you like to see the return of the +1 flag game for a reset?



For those newer to Chaos, this older version gave the flag holder a bonus of +1 lvl bullets and + 1 lvl bombs. As an example, a fully upgraded warbird holding the flag in this game would have level 4 bullets and lvl 3 bombs (the blue kind, like a lev). There was also a version where the flag would not only give the power-ups, but also some countering downgrades, like a slight reduction in speed.



Vote and discuss below!

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  Chaotic Chat v.3
Posted by: Plutorus - 09-02-2012, 09:58 AM - Forum: Chaos Discussion - Replies (21)

Welcome to Chaotic Chat, a bi-weekly column focused on turning real community questions into real answers. Thanks to you, this chat continues to flourish, so keep those questions coming! This week, we've got 5 great questions, from yobbo, lightbender, and Sue E. Side. If you're playing the drinking game at home, take a shot when you see the word "wildly":





Question #1 - When will we see a return of the "power-up" version of the flag game - the version where there is one flag that gives level +1 bullets and bombs? (yobbo)



A. There have always been mixed opinions on this version, but it is a possibility for a future reset. In fact, it's a topic that's worth more discussion - check out the forum for a brand new poll on the +1 flag game!





Question #2 - What are the differences between current chaos and true SVS settings? (lightbender)



A. In short, not much. Besides the Shark, there are very few real, material changes compared to SVS. The Shark and bonuses are new. And there are now wildly more greens than SVS, with a lower % of warp, super, shields, shutdown, and burst greens, with a few more thors.



Most ship settings are almost identical - the vast majority of the changes occurred in the 1998-2003 timeframe, with very little change since then:



- Warbird reduced to 290 rotation vs. 300 SVS

- All ships (except wb and jav) have 18 thrust instead of 17 SVS

- Terrier fire rate now much faster, increased to 25 vs. 30 SVS (all others except shark are currently 24)

- Lanc bombs bounce twice

- Bullet damage is 212 (matches league) vs. 400 SVS -- this has been this way for many, many years

- Burst bullets now 350 vs. 515 SVS (wow, 515!!!!! instant death)

- Anti-warp radius increased to 1200 vs. 1000 SVS

- Dynamic freqsize (since 2000)

- Repel speed reduced to 4200 vs. 5000 SVS

- Repel time increased to 295 vs. 225 SVS

- Banner points reduced to 1000 vs. 5000 SVS



You can see the current ship settings @ [url="http://chaos.subspace.co/?page=zonesettings"]http://chaos.subspac...ge=zonesettings[/url]



Super sneak peek: there will be a true SVS weekend (or longer) in the not-so-distant future!!





Question #3 - Why is there even a flag game in Chaos to begin with? (Sue E. Side)



A. Chaos has had a flag since 1998. It has at times had a power up, other times not. Jackpot style flagging was introduced in the mid-2000s. Chaos gets it's name from the wildly differing game goals that various pilots have - not from any random nature in the settings. Chaos has always supported a wide range of playing styles. Adding various types of flag games/mini-games gives people more choices about how to have fun the zone. However, flagging should never become the predominate game goal in Chaos.





Question #4 - What's the point of giving away 55-60 greens for a 0 point flag win? (Sue E. Side)



A. The first goal was to give a solo player something to do while waiting for others to show up to play. We often see players enter, see no one playing, then leave only to have a second come in within a minute and do the same. If the first player had stuck around for a minute, we'd have a seed of population that might grow. So, by collecting flags, you get to boost your greening power a little to spur interest.





Question #5 - What are the jackpot multipliers anyway? (Sue E. Side)



A. With the real stats being kept by the bots, the flag reward can be anything rather than the very limited version the server code allows. Currently, the jackpot (which accumulates from killed bounty) is split between however many people are on a freq AND playing at the time of the win.





And that's a wrap! You can help make this Q&A a regular feature to the forum, so please feel free to message me in-game, or drop a ?message (Plutorus), or even post your questions below.



Thanks for reading!

-Plut

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  S32 R4 Schedule
Posted by: Caerbannog - 08-29-2012, 03:13 PM - Forum: Pro League Discussion - No Replies

Round 3 Results:

8/26 3:55 pm FTNguyen def Thor 12-3 log

8/26 3:49 pm Assassins def Llamas 12-6 log

8/26 2:31 pm Rebels def StarFire Elite 12-4 log



Thor got their first loss of the season vs. Nguyens. 3 started leviathan again but SC'd after only one death. Thor also failed their fullsub command use an wasted 8 repels total. Legacy and TVB both got 4-1.

Assassins beat Llamas with a 6 kill margin, which also is the amount of kills on develop alone. He also had 7 FR. Something must've gone wrong there. Also he lamed it all in a weasel. Pension got 2/3 and 6FR while looking at everyone jump around (his ISP uses the same route as mine, I think, and it was super laggy).

StarFire Elite killed out Jones. But that was at 11-4 score so it didn't help much. Regardless Psycho Psematic was spotted saying Jones would be permanently benched from now on.





Standings after R 3/15:

1 FTNguyen 3-0 26 0.63

2 Thor 2-1 11 0.593

3 Assassins 2-1 9 0.426

4 Rebels 2-1 4 0.315

5 Llamas 0-3 -21 0.574

6 StarFire Elite 0-3 -29 0.463



Schedule for Round 4:

3pm:

FTNGuyen vs. Rebels



4pm:

SFE vs. Llamas

Assassins vs. Thor

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  S32 R3 Schedule
Posted by: Caerbannog - 08-21-2012, 05:21 PM - Forum: Pro League Discussion - No Replies

Round 2 Results:

8/19 3:35 pm FTNguyen def Assassins 12-4 log

8/19 2:57 pm Rebels def Llamas 12-6 log

8/19 2:35 pm Thor def StarFire Elite 12-2 log



FTNGuyen vs. Assassins was everything you wouldn't expect from the two "stacked" squads. Assassins showed 4, 2 of whom managed to die by 11 seconds in. Apparently the bot did not warp them, they flew at us, shot bombs, and typed. Then died.

FTNGuyen in the meanwhile showed about 6 and used 5. 7th Saga seems to have racked up 7 kills. Thief.



I did not see the other two matches and did not get any spy reports from them. Llamas seem to have used two subs, which is good. They also wasted about 6 repels total, which isn't. Barbarian managed 7fr and a 2-2 for a whoppin +8 robot rating.



Thor seems to have finished SFE in 8:53.



Standings after R 2/15:

1 Thor 2-0 20 0.5

2 FTNguyen 2-0 17 0.5

3 Assassins 1-1 3 0.5

4 Rebels 1-1 -4 0.5

5 Llamas 0-2 -15 0.5

6 StarFire Elite 0-2 -21 0.5







Schedule for Round 3:

3pm:

StarFire Elite vs. Rebels -- 105550



4pm:

FTNGuyen vs. Thor -- 105551

Llamas vs. Assassins -- 105552

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  A Small Controversy
Posted by: Death Incarnate - 08-19-2012, 11:29 PM - Forum: Chaos Discussion - Replies (17)

The case begins with the banning of a player named Joon.



According to the story, there is a player named Axe, and another named Joon..

Joon said something Axe didn't like, and had Joon banned from SS because of emotional distress.

That appears to be the entire case lol



Now, we can't expect Axe to understand anything about free speech because he isnt an American like most of us are, so we can naturally expect this sorta thing from people like him (turd in the punchbowl).



Next, the case takes a further turn when the admin became sympathetic to Axes cause, they banned Joon.



So, it seems they are complicit in this thing.. and we had all better watch out.. or else we may get banned too.. that is new to Chaos.. and im not happy about it.



The truth about the situation is how this starts... we have a cool game... and crybaby newbs come in.. influence the staff.. through sheer pestering if nothing else and changes are made that effect all of us.



I have fought this battle 1000 times in other venues... but this time im not.. im going to ride this thing silently from now on..



But you people have a choice to make... the added interventionalism on the part of newbs and the staff..

or continue to fight for SVS

Resist changes to the longest running online game in history.. apparently we are doing something right..or else none of this would be here.



[url="http://youtu.be/rVXtXbfuBek"]http://youtu.be/rVXtXbfuBek[/url]

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  Chaotic Chat v.2
Posted by: Plutorus - 08-18-2012, 09:59 PM - Forum: Chaos Discussion - Replies (13)

Welcome to the 2nd edition of Chaotic Chat, a bi-weekly column focused on turning real community questions into real answers. With the debut of Hamburglar's Trivia event (every Wednesday @ 10pm ET) and the massive Streaks/Sprees update, it's a busy month for Chaos, so let's get started:





Question #1 - Why is the safe zone limit for streaks set at 10 minutes, and not longer/shorter? (anonymous)



A. In looking for a word to describe what streaks were supposed to be, 'streak' was chosen based on multiple definitions: Move quickly in a specified direction, MOVE, an unbroken series of events, UNBROKEN, a continuous period of specified success or luck, CONTINUOUS.



When Hallu originally conceived streaks, they were supposed to be a continuous series of kills. At the time, sitting in safe for 15 minutes was longer than Hallu would have liked, but he didn't want to lower safe time, so he left it at 15 minutes before you lost your streak. With the advent of the 45 minute safe time, a streak could be held for far too long without action. In addition, long periods of idle time make it easier to 'game' streaks. This problem of non-continuous play was exacerbated by the ultra-long safe times that we are experimenting with now. The solution was to have the bot kill the streak after a certain amount of time - 5 minutes was first tested, but that seemed a bit too short, so now we have 10 minutes.



Upon entering a safe while streaking, you're bound to notice the new warning about the time, as well as the activation of the 'stoplight' display (a small green icon in the upper right portion of your screen). With about 30 seconds before the time is up, the stoplight turns yellow/orange, and then you lose it. However, you can refresh it by exiting safe before the time is up, but don't cut it too close! The safe detection is not immediate! So just nudge out and into safe every 10 minutes, and you can keep the streak.





Question #2 - Ever notice items from your ship disappearing when you win the flag game? I just lost all 3 of the bricks I had before I jumped back in to green/flag? (Sue E. Side)



A. Not a bug, this is hard wired into the server. Win the flag game == shipreset. In a normal flag game, a shipreset is a disadvantage...not necessarily here. That's why people are re-prized, but the prizing doesn't give bricks.





Question #3 - Whatever happened to Chaos with walled off areas? Depending on number of players? (Gold Teeth)



A. It was an experiment, and here are the results: smaller areas always led to smaller populations. A significant number of players do not like to play in a confined space. So they would just leave; they wouldn't just play in the mosh pit. So that meant that everytime the map shrunk to a new smaller size, the population would shrink even more. The map would be hard pressed to size back up afterwards. And all those usual players that like open maps would stop showing up.



Chaos encompasses many playing styles and goals. Many of those styles don't work well on a small map. Additionally, a large map is newb friendly. Newbs need space to start to figure things out. If they are forced into a heavily populated melee, they die over and over very quickly, and that makes them quit. With a large map, they can fly around the edges and start to figure things out without dying every 20 seconds.





And that’s a wrap! You can help make this Q&A a regular feature to the forum, so please feel free to message me in-game or drop me a ?message (Plutorus) with your questions/observations.



Thanks for reading!

-Plut

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  S32 R2 Schedule
Posted by: Caerbannog - 08-15-2012, 02:06 PM - Forum: Pro League Discussion - No Replies

Round 1 Results:

8/12 3:53 pm Thor def Rebels 12-2 log

8/12 2:35 pm FTNguyen def Llamas 12-3 log

8/12 2:32 pm Assassins def StarFire Elite 12-1 log





Standings after R1/15:

1 Assassins 1-0 11 0

2 Thor 1-0 10 0

3 FTNguyen 1-0 9 0

4 Llamas 0-1 -9 0

5 Rebels 0-1 -10 0

6 StarFire Elite 0-1 -11 0



Rebels just barely showed 4, one of whom lagged out in the game. So it was probably not the best game they can play. 3 lobbed in a leviathan for 6fr, 88k damage in 30:52. Thavage picked up six kills in his official return to league.

FTNguyen vs. Llamas wasn't very exciting either. About 16 minutes total and the kills were split 2/3/3/3 and a tk for Nguyens. The man with one nut replaced GRAMPS' weasel with his own.

Assassins left nothing to chance when they subbed Dre out in a 4v2 situation at 7:36. Then they won 12-1. This is what the spectators had to say:



DarkDenizen> blink bad...only death for assys

DarkDenizen> too much diablo 3

blink> haha

DarkDenizen> need more resistance to bombs



Schedule for Round 2



3pm:

StarFire Elite vs. Thor

Llamas vs. Rebels



4pm:

FTNGuyen vs. Assassins

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