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It's been 20 years, who's...
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S54 - draft cup 2024 summ...
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MOC - April 6th 2024 - @ ...
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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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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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