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S32 R9 Schedule |
Posted by: Caerbannog - 10-02-2012, 05:05 PM - Forum: Pro League Discussion
- Replies (2)
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You have this round and the week after it to fiddle with your roster.
Round 8 Results:
9/23 3:57 pm FTNguyen def Assassins 12-3 log
9/23 3:09 pm Rebels def Llamas 12-5 log
9/23 2:39 pm Thor def StarFire Elite 12-5 log
Thor showed about a trillion people to their match vs. FTNguyen but only used five of them. They also pretty much wasted more repels this game than they've done up to this point in the season total. And that's after the combined 15FR from Nguyens (Leg 5, Caer 5). KN focused on kills and finishe 6-2 4 solo kills, 3 as, 3 FR 2 WR (100% of nguyens' wasted repels). The game itself started real slow and kept on going slow.
Everything probably didn't go as planned for Llamas when Pension was the first to die... then the second to die.. and also the third to die. Either precision targetting by Assassins or something else. Pension also racked up 5 WR in those so.. who knows. The log has this line:
Pension> appeal for afk kill in the beginning
<img src='http://www.subspace.co/public/style_emoticons/<#EMO_DIR#>/sad.png' class='bbc_emoticon' alt='' />
Rebels beat SFE 12-6 with Captor's 5/1, 5 AS, 7FR performance. Ex-Starfir Riverside 0-1'd trying to throw the game for rebels, but still had 5 FR. Gold teeth for SFE ended a mere 1-3 but with 7 FR, while MfA managed to land another 14 mines on his enemies and dealth the second most overall damage in the game at 49k with only Captor ahead of him at 51k. A wild Mauler also appeared, but wasn't super-effective.
Random league related stats: We're up to 71 players having played during the season. 1 player has 100% first out rate.
Out of those players, 17 players have something other than 0% for First Out. The website/bot thinks the formula is 0-3 or 1-3 in <10 minutes, but I'm not sure if that applies.
--- ROSTERLOCK IS BEFORE ROUND 10, including players who haven't played. Excluding potential dissolving squads' players, maybe. ---
Standings after R 8/15:
1 FTNguyen 8-0 67 0.491
2 Thor 6-2 19 0.509
3 Assassins 5-3 23 0.472
4 Rebels 4-4 5 0.451
5 StarFire Elite 1-7 -58 0.528
6 Llamas 0-8 -56 0.549
Next week brings us Assassins vs. Thor #2, the match-up that had Candy and Dre using definite fighting words on the spacechats. Round 4, Thor won 7-5 over Sins. Llamas will be looking for their opening win vs. SFE.
Schedule for Round 4:
3pm:
FTNGuyen vs. Rebels -- 106928
4pm:
SFE vs. Llamas -- 106929
Assassins vs. Thor -- 106930
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S32 R7 Schedule |
Posted by: Caerbannog - 09-18-2012, 03:39 PM - Forum: Pro League Discussion
- No Replies
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Round 6 Results:
9/16 4:04 pm Thor def Rebels 6-4 log
9/16 2:52 pm FTNguyen def Llamas 12-6 log
9/16 2:33 pm Assassins def StarFire Elite 12-1 log
Assassins repeated their 12-1 result vs. SFE. Dre was obviously the one to explode into tiny spaceship bits, and in despair develop recruited Jake shortly after the match (that's Rage).
Llamas pulled another classic "full"sub vs. FTNGuyen, subbing a 0/2 player with a burned player. Well, cfl lagged to spec a bit after that anyways so he would've been burned. Other than that, Llamas were up 2-1 with DarkDenizen dead twice. DD was eventually subbed by mAImER, who went 4-0 and was subbed by a certain killer bunny who went 1-0 and 100% DmgE. Hah. 7th did all the grunt work with full 30:55 gametime, 2/2 6FR.
Thor previously beat Rebels 12-2. This time The game went into OT at 5-4, and Thor then took it home 6-4. Rebels' line-up, while quite standard, didn't seem to work. Barbarian died twice between 16:45 and 19:02 and wasted two repels, which probably had something to do with the score as well.
--- ROSTERLOCK IS BEFORE ROUND 10, including players who haven't played. Excluding potential dissolving squads' players, maybe. ---
Standings after R 6/15:
1 FTNguyen 6-0 49 0.444
2 Thor 5-1 21 0.483
3 Assassins 4-2 20 0.461
4 Rebels 2-4 -8 0.539
5 StarFire Elite 1-5 -45 0.517
6 Llamas 0-6 -37 0.556
Random statistics: Assassins have used the most players. Thor has wasted the least repels.
3pm:
StarFire Elite vs. Thor -- 106498
Llamas vs. Rebels -- 106499
4pm:
FTNGuyen vs. Assassins -- 106500
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S32 R5 Schedule |
Posted by: Caerbannog - 09-04-2012, 03:38 PM - Forum: Pro League Discussion
- Replies (6)
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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)
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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)
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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)
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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
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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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