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Splinter in Bz 1.5 strat
Leave it as it is 36%  36%  [ 5 ]
Remove it from armory 0%  0%  [ 0 ]
Remove it from armory and Bdog Grizzly 0%  0%  [ 0 ]
Change something about it (reducing life, increasing ammo consumption, decreasing its power...) 64%  64%  [ 9 ]
Something else not covered here 0%  0%  [ 0 ]
Total votes : 14
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 Post subject: Splinter in strat
PostPosted: Sun Sep 16, 2007 2:53 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1313
Location: Zagreb, Croatia
JonBlund wrote:
Base splintering is not seen as a "creative" way of playing Strat. If you want to be respected just don't use them in Strategy.

DREDD wrote:
But then, is it not the nature of Strategy to Adapt and Overcome even the lamest of obstacles or techniques?
I never truly minded splinters accept when they were against the rules or a veteran player was using them.
Most of the time people using splinters was uniquely a characteristic of N00bs who didn't know any better.

StingRay wrote:
Personally, in my strat games, I make a rule that splinters cannot be used on bases.

~Öç~ CrYpTiC wrote:
I think splinters are kinda lame in a strat game..

I want to play in a creative way.
I want to be respected.
I don't want to use lame tactics.
I want to become a veteran player.
I don't want to be called a noob.
I don't want to play against host rules.

Can I still use splinters?
I guess not...

Blunt Force Trauma wrote:
I'm very surprised the tilt is for no change, especially in strat since we have developed "rules" for it.
Like I said before, any weapon, action or ship that has a long standing culture of 'retriction' should scream that it needs balancing or some measure of correction.

I don't use splinters in a strat (except vs Jens), but I would really like to... It would be nice to see all those questionable weapons changed into something acceptable, once and for all.

It is unnecessary to remove it completely from armory, adjusting, to be acceptable to everyone, is a better idea.

I vote for increasing ammo consumption, or decreasing splinters power, because when spilinters are thrown at you, you can't fight back. Bdog has 12 and only 2 are needed for destroying of recycler.


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PostPosted: Sun Nov 04, 2007 11:19 pm 
stratter :)

Joined: Thu Aug 30, 2007 12:09 pm
Posts: 6
Splitters should be changed, they're far to strong at the moment for the ammo they take up.

I don't see any reason to weaken them, as they're strength is just right in my eyes. And I don't see any reason to remove them at all, as it can be turned into a perfectly fine weapon.

Just make the ammo consumption far, far more. You can shoot 12 at the moment in a BDog Grizzly. Considering the amount they are used in DM (hardly ever), and what it takes to destroy buildings and such in strat, I think 3-4 would be a great number. It'd be a huge change, perhaps to much for some people, but one that'd make the weapon far more acceptable for use.


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PostPosted: Thu Feb 07, 2008 11:19 am 
stratter :)

Joined: Fri Aug 24, 2007 3:41 pm
Posts: 26
Splinters should be changed indeed. When well placed, only 2 splinters are enough to kill a recycler. It's somewhat hard to do but worth a try for any rusher. i think there are a few problems with the splinter in strat.


-it does too much damage.

-it's too cheap.

-its ammo consumption is too low.

-it's stock in bdog grizzly.


I think all 4 points can use some change. But it's hard to tell what the right settings will be for a good but not overpowered weapon. maybe it's worth a try to:


-half the amount of damage

-double the costs

-double ammo consumption

-remove from bdog grizzly (in strat)


This looks drastic, but still it would be possible to kill a recycler with 4 splinters. And 6 splinters in the tank, which still is enough for rushers. But they need to build armory first, and killing a recycler with 4 splinters now is very difficult (it might take 5 as the recycler is repairing itself) and close to impossible with a few defence units. Killing the recycler with direct hits is impossible now, at least without reloading, as it would take 10 hits and ammo would only give 6.


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 Post subject:
PostPosted: Thu Feb 07, 2008 10:35 pm 
As i see it the problem is how long it fires which can do a hugh amount of damage, i've tested it at half the time and it's much better but can still do alot of damage, maybe too much if tossed in a base. I know in bz2 the changed it to only fire a very short time.


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 Post subject: Re: Splinter in BzE strat
PostPosted: Tue Jun 17, 2008 8:45 am 
unknown

Joined: Wed May 14, 2008 5:48 am
Posts: 60
Mr. Spock wrote:
JonBlund wrote:
Base splintering is not seen as a "creative" way of playing Strat. If you want to be respected just don't use them in Strategy.

DREDD wrote:
But then, is it not the nature of Strategy to Adapt and Overcome even the lamest of obstacles or techniques?
I never truly minded splinters accept when they were against the rules or a veteran player was using them.
Most of the time people using splinters was uniquely a characteristic of N00bs who didn't know any better.

StingRay wrote:
Personally, in my strat games, I make a rule that splinters cannot be used on bases.

~Öç~ CrYpTiC wrote:
I think splinters are kinda lame in a strat game..

I want to play in a creative way.
I want to be respected.
I don't want to use lame tactics.
I want to become a veteran player.
I don't want to be called a noob.
I don't want to play against host rules.

Can I still use splinters?
I guess not...

Blunt Force Trauma wrote:
I'm very surprised the tilt is for no change, especially in strat since we have developed "rules" for it.
Like I said before, any weapon, action or ship that has a long standing culture of 'retriction' should scream that it needs balancing or some measure of correction.

I don't use splinters in a strat (except vs Jens), but I would really like to... It would be nice to see all those questionable weapons changed into something acceptable, once and for all.

It is unnecessary to remove it completely from armory, adjusting, to be acceptable to everyone, is a better idea.

I vote for increasing ammo consumption, or decreasing splinters power, because when spilinters are thrown at you, you can't fight back. Bdog has 12 and only 2 are needed for destroying of recycler.

make it so they dont damage buildings as much and also dont damage heavy armor units as much too. that way it will be used against tanks and not be as deadly vs bases. maybe make it so it cant damage buildings at all because the minigun fire is too weak to break through buildings? anyway not 2 splinters can kill a rec, just 1 splinter is more than enough to kill rec if very well thrown. either way i dont mind anything being used thats overpowered, but i like stuff balanced out to some degree to make it more fun.


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Tue Dec 02, 2008 10:22 am 
stratter :)

Joined: Mon Nov 24, 2008 3:17 am
Posts: 188
Why mess with Splinters? They use up huge amounts of Ammo, and cause even more chaos. Sounds like fun in the sun to me!


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Tue Dec 02, 2008 9:53 pm 
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stratter :)

Joined: Thu Oct 30, 2008 7:22 am
Posts: 20
Location: NJ
Splinters just add to the typical dm guys 1 man army ego, or a guy that rejoins over and over to get revenge. 1 splinter placed right can destroy a recycler. Hard to say what to do with it, becasue it would affect dm play as well, A option to turn it on and off would be great on the strat start screen.


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Wed Dec 03, 2008 2:54 am 
stratter :)

Joined: Mon Nov 24, 2008 3:17 am
Posts: 188
Demolition Man wrote:
An option to turn it on and off would be great on the strat start screen.

Ok, that I won't argue with.


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Wed Dec 03, 2008 1:57 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1313
Location: Zagreb, Croatia
As I said here, spliter ON/OFF is useless cause stock BDog Grizzly has it. I was never splintered with splinter from the armory, only from BDog (who rejoined). Even if BDog was not a problem, who would host splinters ON game, when there's OFF button? No one. Toggle ON/OFF for splinters is actually a step towards removing them from the game. We already lost MDM in Mortar section. 2 mortars instead of 4 sounds like a downgrade, not like an upgrade (1.5).

Also, reaper said this: "Toggle is rough on memory casue of buffer overflows". We won't be having any toggles in 1.5.

We are back on adjusting the splinter to something acceptable...


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Wed Dec 03, 2008 4:20 pm 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Perhaps weaken it, but I keep thinking to myself:

"Only fix what is broken"

The splinter is not a bug. ;) I'm not against modifying it altogether, but I DO want only stock BZ + Fixes.


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Wed Dec 03, 2008 8:19 pm 
stratter :)

Joined: Mon Nov 24, 2008 3:17 am
Posts: 188
But splinters were supposed to be cheap, because they cost a lot to produce, plus they use up large amounts of ammo, so why not just leave it?


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Wed Dec 03, 2008 11:04 pm 
User avatar
stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
I agree. The splinter is not broken, don't try to "fix" it. :P


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Thu Dec 04, 2008 2:17 pm 
stratter :)

Joined: Sun Sep 16, 2007 3:53 am
Posts: 60
Location: st louis missouri usa
I hate splinters ......pleese dont remove them .Sound crazy ? Splints create a certain
reason to be aggravated ....war is aggravating .It is a lame tactic on a base but losing the recy
does not make strat unwinnable ,it mearly makes it harder .We NEED THINGS TO LET NOOBS HAVE A CHANCE AGAINST VETS


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Tue Dec 23, 2008 3:13 pm 
stratter :)

Joined: Thu Aug 23, 2007 1:09 pm
Posts: 43
Location: Norway - Kristiansand
Just skipping through here. Both Tension Tamer and Valak make sense to me. I believe it's newbies and people that try to follow general rules who have problems with splinters.
I got splintered in pieces by many long ago. Later on I understood I had to go out of my base and go get him :)

I think I'm for leaving splinter as it is or at most slightly reduce the damage it does. Leave the bad guys something to harass the good guys with and you don't have to mess with the BDog Grizz.............


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 Post subject: Re: Splinter in Bz 1.5 strat
PostPosted: Wed Dec 24, 2008 5:37 am 
User avatar
stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
The only problem I see with Splinter is that the MDM bug occasionally occurs with the splinter, but it's very rare.


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