Volcano High..

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Rhamp
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Re: Volcano High..

Post by Rhamp »

Multiple omegas was probably due to the randomizer shitting the bed due to its spaghetti code. Same thing happened once in HSHRandomizer with a grand total of 4 warhawks despite being set to unique.
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Enyo
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Re: Volcano High..

Post by Enyo »

Rhamp wrote: Sat Mar 09, 2024 3:35 pm Multiple omegas was probably due to the randomizer shitting the bed due to its spaghetti code. Same thing happened once in HSHRandomizer with a grand total of 4 warhawks despite being set to unique.
Or the other night where it spawned 3 or 4 Levis (Tiamats or whatever) on both sides. That was a total shitshow.
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pooty
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Re: Volcano High..

Post by pooty »

Or the other night where it spawned 3 or 4 Levis (Tiamats or whatever) on both sides. That was a total shitshow.
Got to be some bug. Levis aren't even in the randomzer mix.
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pooty
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Re: Volcano High..

Post by pooty »

V8 on the server.
- Added back Arbiter now that's its been tweaked.
- Increased minimum core value points -- so you should get some better flyers at the cores.

This also uses an updated VehicleRandomizerOmni, which I believe the duplicate flyers bug is now fixed (meaning for unique vehicles like Omega, the unique flag is actually checked). You shouldn't see any duplicates when unique is true..this was an intersection of FlyingOnly though, so it wouldn't affect nodes where that flag is False.

No idea how it spawned levis, as they aren't even in the mix, and the two levis per side are fixed spawns.
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Enyo
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Re: Volcano High..

Post by Enyo »

pooty wrote: Sat Mar 09, 2024 4:05 pm
Or the other night where it spawned 3 or 4 Levis (Tiamats or whatever) on both sides. That was a total shitshow.
Got to be some bug. Levis aren't even in the randomzer mix.
Sorry, I wasn't specific... didn't happen on Volcano High, it was Rhamp's new Randomizer version of HSH.
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pooty
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Re: Volcano High..

Post by pooty »

Ah ok makes sense...

On Volcano, unique flyers:
Arbiter, Omega, Mirage Vulture, Aurora (skyminer is not), Spank Bomber, Dragon, YJ Wasp, Predator, Reaper.

Rest can occur more than once (eg. Falcon, WaspII, Phoenix, Venom (both), etc.)
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Rhamp
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Re: Volcano High..

Post by Rhamp »

I made a V9-TEST version on the google drive
https://drive.google.com/file/d/1MuaMGT ... sp=sharing

The map is very fun until one side takes the middle, and then it just turns into a farming simulator until the losing team's core eventually goes boom. There is no chance to recover against the unending swarm of fliers the winning team has access to. One game, I went wicked sick trying to provide cover for my team to retake the flier secondary. Even so, my team couldn't get it up (they weren't stains, it was just that there were too many op fliers flooding the node). The core on this map doesn't have the vehicles necessary to counteract the swarm of fliers the winning team has. In addition, bombers run the map, and if they spawn in the middle and not the core, your team might as well afk when you lose the middle due to their ability to zoom across the map and instakill nodes, while being able to dogfight relatively well.

Changes:
-Replaced the dark levi at the core with the 5k hp tiamat. The dark levi is absolute dogshit in dealing with fliers. Its antiair has such a limited firing arc that any flier with half a brain can avoid it. I've seen players like anon make decent use of it by driving it up a cliff and parking it at the top of a mountain, but the same could be acheived by just grabbing an odin or regular rail tank from the middle nodes and not have to drive across the map. The tiamat can shred fliers, and can make use of multiple gunners more efficiently than the dark levi. If your team is pushed to the core, crewing up the tiamat can allow a comeback since any flier that gets near that thing will get deleted.
-Moved some vehicles from nodes to the core. The total number of vehicles on the map remains the same. This should make it less onesided when a team takes the middle and allow for comebacks. The 3 center nodes have 2 fewer vehicles each, as those vehicles are now at the cores.
-Bombers only spawn at the core and primaries. These things are so op that if one side gets more, its gg. If you give Enyo or I an endless supply of these things, we will run the map. This change should also reduce the total number of bombers on the map to prevent that from happening again.
-Added arbiters to the core and primary randomizer. They were removed back when they were able to oneshot everything and I absolutely dominated the map with them. Since they have been nerfed so it takes 2+ shots to kill any flier, they should be added back.
-Made one of the vehicle spawns at the core a turtle. This should make it easier to retake nodes. Coordinating the turtle and tiamat placement will make a really strong defensive zone, especially if parked at the flier secondary.
-Added a node teleport pad to the spawns at the lake nodes. That way you don't have to waste time running to the node if you spawned there and there are no good vehicles.
-Replaced all the powernodes with the special version that shows the name of the node and lets linkers lock on to it. I also changed the sounds of all the nodes to zounds of leon. Now you can hear leon screaming his head off while you take nodes and complain about balance when you lose your primaries.
-Added a couple nukes in the elevator area under the middle nodes. This'll give on foot players something to do.
-Modified the link setup to connect the lake node to both the flier and hospitaler primaries. This'll help finish rounds when one team is dominating the other.

This is intended as an updated version of volcano and not a new variation.
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pooty
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Re: Volcano High..

Post by pooty »

So... the tiamat was removed since it was so slow and replaced with the faster Dark Levi (with more HP). At this point it might make sense and just make it the Kraken (10000 hp Tiamat). And Dark Levi has 350 pt Rail guns... so at the right angle it one shots flyers.

The previous version was set up so that 7/2 get flyers always on the lower level and 1/13 get flyers -- no point in any other vehicles there....not sure if that's still the same, number of vehicles not withstanding.

Arbiter was removed entirely nerfed or not, because well the sniper crowd just sits way off, and snipes you in your flyer, even now with 2 shots it will hardly matter -- no one wanted to play it since, fly, get railgunned, die, fly repeat. Its just too easy for it to hide. I might be convinced to try 1 at each core with a longer respawn time, but it generally broke this map.

Turtle will take forever to get anywhere but 8/9. Maybe add something Like the new Bastion (which is much faster like an Aegis) with a pretty strong defensive capability.

And yes, the Bombers are OP (sorry snarf, but the Bombers shouldn't be the best Fighters on the map... their primary lasers are the best flyer anti flyer weapon. And the bomb drops are great, but they shouldn't have much for dogfighting IMO. But yes agreed, make them run from the core.

I think its somewhat better, but I am not convinced to change it just yet. Anyone else want to chime in? I think there's some good changes here though
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Rhamp
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Re: Volcano High..

Post by Rhamp »

The dark levi can't hit fliers above it and there is enough cover for fliers to maneuver around the dark levi to ambush it and kill it for free. My thought process for the tiamat is that it will be a good defensive vehicle to help retake primaries. The 10k hp one might be a bit much.

The flier-only nodes are still flier-only.

The arbiter in its nerfed state is way more fair to play against. With its reduced range and damage, there is no more instakilling through the fog like before. On maps like Minus-Kitchensink, arbiters are generally weaker than starbolts and way weaker than dragons. They should be fine to be added back, maybe only 1 per side if it becomes a bit much. Sure players can sit back and snipe, but since it takes 2+ shots to kill anything, the target has a chance to close the distance, get behind cover, or in the case of a phoenix/starbolt/dragon/any bomber, straight up kill the arbiter before it can fire again. With the nerfed range, fliers can actually get close enough to kill the arbiter. An odin/mega/hurricane/railtank camping the center bridge is way more threatening than an arbiter now.

Having a bastion instead of a turtle could be good, though the thought process here was that if a team decides to spend the time to deploy their turtle to a node, they will have a massive advantage in defending it and won't have to worry about bombers zooming in and deleting the node. Any other shield tank will just die to the bomber. Sure the turtle is slow, but it's primary purpose is defending the primaries.

I agree with a general nerf to the bomber's lasers. Since after all, they are bombers, not dogfighters. Or, maybe make them shoot like the arbiter's plasma attack. The arbiter plasma imo is the most fun flyer weapon, as it requires actual skill in leading the target and hits like a truck when you land it. I wish there were more instances where this type of weapon could be used. I wish there were more viable dogfighting options that aren't hitscan. Its just dm but flying.
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pooty
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Re: Volcano High..

Post by pooty »

Some thoughts from tonight...

Move Hospitaler to Core, perhaps dark levi to the side standalone node.

Make Bombers spawn only at the cores. With mulitple Bombers its too hard to come back.

Rhamp is right on with reduce the flyers are the forward nodes. I also think various benders at each node, we've got HH, KHH, Biohound, FireHound all of which can help defend flyers and they are fast on the terrain.

Arbiter would probably be ok.

I think on the Bombers in general a bit of dogfighting nerf would be good, change the fast hit scan either to slower hit scan, like half dragon strength, or the arbiter plasma, which I find fun as well.

There's no starbolt, wyvern, omega on Volcano those are all break the map.

Not sure the 10000 Kraken is too much though...
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