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[Split] Modules and Weapons

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CleverBot

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Post Tue May 08, 2012 3:28 pm

[Split] Modules and Weapons

Heyub wrote:You keep re-restating issues, to view opinions on the points you brought up please refer to previous posts made on this topic.

Give me a post that talks about the module shield, besides my post, in this thread.
Anyways, the moving walls shouldn't have that much of a great impact or else I would be correct on the module shield becoming stronger from the result of this feature.
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Skybax

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Post Tue May 08, 2012 4:13 pm

Re: Rotating and moving walls

So you're saying that the shield module, being a defensive tactic, would become stronger solely because you've given it another thing to defend against?
Really?
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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BlackBird

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Post Tue May 08, 2012 4:16 pm

Re: Rotating and moving walls

Skybax wrote:So you're saying that the shield module, being a defensive tactic, would become stronger solely because you've given it another thing to defend against?
Really?

Thats his logic. Not mine, or what the rest of the human race conceives as logic.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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CleverBot

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Post Tue May 08, 2012 4:16 pm

Re: Rotating and moving walls

Skybax wrote:So you're saying that the shield module, being a defensive tactic, would become stronger solely because you've given it another thing to defend against?
Really?

"Stronger" in terms of its efficiency in relation to the other modules. So...pretty much, yup. :?
CleverBot wrote:...Anyways, the moving walls shouldn't have that much of a great impact or else I would be correct on the module shield becoming stronger from the result of this feature.

Anyways, the moving walls shouldn't have that much of a great impact. Oh man, I repeated myself.;)
The word "or" is such a small word...maybe some people need some glasses.:geek:

My old argument may have been too technical, but not illogical. Any advantage that something has is an advantage...right?
Those that don't learn from their mistakes, will never learn anything. I won't waste my time directly at them.
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BlackBird

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Post Tue May 08, 2012 4:27 pm

Re: Rotating and moving walls

CleverBot wrote:
Skybax wrote:So you're saying that the shield module, being a defensive tactic, would become stronger solely because you've given it another thing to defend against?
Really?

"Stronger" in terms of its efficiency in relation to the other modules. So...pretty much, yup. :?

So, if i am on a server with, say, 20 or so players on it, all attacking me, my shield is "stronger" as opposed to when there are 5 people attacking me?
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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CleverBot

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Post Tue May 08, 2012 4:33 pm

Re: Rotating and moving walls

BlackBird wrote:
CleverBot wrote:
Skybax wrote:So you're saying that the shield module, being a defensive tactic, would become stronger solely because you've given it another thing to defend against?
Really?

"Stronger" in terms of its efficiency in relation to the other modules. So...pretty much, yup. :?

So, if i am on a server with, say, 20 or so players on it, all attacking me, my shield is "stronger" as opposed to when there are 5 people attacking me?

No...that's straw man...god. It makes sense, but it's the definition of the word and the purpose of the idea that's at sake.
The MODULE shield will be stronger, not the actual shield. Right now, module shield is the strongest module in bf. It might be stronger from this new feature in terms of its potential of efficiency. Pretty much, it will make the module shield more purposeful in fighting because maps will have traps. If I don't have shield, I have to only avoid traps, instead of avoiding and guarding them.
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BlackBird

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Post Tue May 08, 2012 4:43 pm

Re: Rotating and moving walls

CleverBot wrote:No...that's straw man...god. It makes sense, but it's the definition of the word and the purpose of the idea that's at sake.
The MODULE shield will be stronger, not the actual shield. Right now, module shield is the strongest module in bf. It might be stronger from this new feature in terms of its potential of efficiency. Pretty much, it will make the module shield more purposeful in fighting because maps will have traps. If I don't have shield, I have to only avoid traps, instead of avoiding and guarding them.

What about burst? Since it will be stronger in terms of potential of efficiency, then being surrounded by 20 players and attacking them with burst would mean that burst would be stronger in terms of potential of efficiency. Heck! i can make the same statement about triple and mines!
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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CleverBot

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Post Tue May 08, 2012 4:46 pm

Re: Rotating and moving walls

BlackBird wrote:What about burst? Since it will be stronger in terms of potential of efficiency, then being surrounded by 20 players and attacking them with burst would mean that burst would be stronger in terms of potential of efficiency. Heck! i can make the same statement about triple and mines!

The damage from triple isn't that high in comparison to phaser. Mines cost too much energy (3/4) to be useful in fast-pace fighting. Most of the games in bitfighter don't have 20+ players. Also, those currently exist without this new feature and they aren't a problem. Burst take some skill to use...meh. :)
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sam686

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Post Tue May 08, 2012 5:08 pm

Re: [Split] Modules and Weapons

You seem to talk about wanting some Balancing of weapons and modules. I do agree shield module is a little too powerful.

Burst might be stronger, but the firing rate is 5 times slower then phaser.
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BlackBird

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Post Tue May 08, 2012 5:12 pm

Re: [Split] Modules and Weapons

In terms of numbers and the damage value that each module and weapon have, I think is perfectly fine the way they currently are. Cleverbot is (or was) thinking in terms of cost/benifit value which vary upon the surroundings.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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Skybax

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Post Tue May 08, 2012 5:38 pm

Re: Rotating and moving walls

CleverBot wrote:
Skybax wrote:So you're saying that the shield module, being a defensive tactic, would become stronger solely because you've given it another thing to defend against?
Really?

"Stronger" in terms of its efficiency in relation to the other modules. So...pretty much, yup. :?

So a scale can hold more weight simply because there's room for another thing to be stacked on it, and has since been stacked? Or could it always hold that weight, it was just never there to be held?
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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CleverBot

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Post Tue May 08, 2012 6:10 pm

Re: [Split] Modules and Weapons

The mechanics of the module shield is different from a balance/scale. I'm confused on the relevance and the vague meaning of that post. I never heard such a incoherent comment about a weighing scale. I'm glad I already know how it works.
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Skybax

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Post Tue May 08, 2012 6:21 pm

Re: [Split] Modules and Weapons

Mechanics don't matter. I'm talking about the principals.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?

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