Volcano High..
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: Volcano High..
I updated V9-TEST with the removal of the dragon
- Enyo
- Posts: 2445
- Joined: Mon Apr 05, 2021 11:27 pm
- Server Sponsor: Yes
- Server Admin: No
Re: Volcano High..
It’s beside the point that this map belonged to someone else and you took it upon yourself to “make it better,” which it didn’t need. Would love to see some new maps instead.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
― Mark Twain
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: Volcano High..
Bomber spam was something that was a huge problem with the original. Sure it might be fun for you to fly around blowing up all the nodes and ru(i)nning the game, I liked doing that as well, but that isn't good for a balance perspective. Its the same reason why there aren't maps with a mino at every node.
Having an unlimited supply of op fliers at every node on this map ment that the only counter to a good pilot was another good pilot on the other team and everyone else is side characters whose sole purpose is to get farmed. Sure there were anti air vehicles, but those can only shoot down so many fliers before they are taken care of, and when you can flood the other side with bombers, die, grab another, and repeat, there is no counter to that. By the time a railtank could be moved into position, a bomber could have blown up half the nodes on the map and killed the rail tank in the process. I'm not sure why you had such an issue (rightfully so) with the flood of fliers on the older verions of HSHRandomizer and can't see the same issue here.
I'm not just making random changes to existing maps, I talk to a couple people beforehand who agree with what I'm thinking of and then I go ahead and do it. I'd rather play improved maps instead of the same old junk/dria/minus slop or maps where I'm forced to camp the op fliers or lose the round.
Having an unlimited supply of op fliers at every node on this map ment that the only counter to a good pilot was another good pilot on the other team and everyone else is side characters whose sole purpose is to get farmed. Sure there were anti air vehicles, but those can only shoot down so many fliers before they are taken care of, and when you can flood the other side with bombers, die, grab another, and repeat, there is no counter to that. By the time a railtank could be moved into position, a bomber could have blown up half the nodes on the map and killed the rail tank in the process. I'm not sure why you had such an issue (rightfully so) with the flood of fliers on the older verions of HSHRandomizer and can't see the same issue here.
I'm not just making random changes to existing maps, I talk to a couple people beforehand who agree with what I'm thinking of and then I go ahead and do it. I'd rather play improved maps instead of the same old junk/dria/minus slop or maps where I'm forced to camp the op fliers or lose the round.
- pooty
- Posts: 6557
- Joined: Sat Apr 03, 2021 10:22 am
- Location: Florida
- Server Sponsor: Yes
- Server Admin: Yes
Re: Volcano High..
So, going to tinker with this a bit. Yes I know its a favorite.
Rhamp and others had some good ideas for it, so I'll use his latest as the basis. Goal is a few tweaks and not big changes.
I am going to tweak the water a bit as test as well... remove the damages Vehicles.
- Node layout I think should go back to the original.
- Review vehicle mix. Still like to keep Dark Levi and Hospitaler (though It doesn't need to be 10,000 health).
- Idea of a few more at the core makes sense.
- I like the dropship hangar idea... and you'd still get enough vehicles there that you can always pressure 3/10 without driving across the map.
- Bombers will be 1 or 2 per team, core only -- they are powerful and can run the map.
- Not sure the Arbiter would work on here, but if its there then need to make sure turrets have good positioning -- that still has chance to run the map with the railgun.
Rhamp and others had some good ideas for it, so I'll use his latest as the basis. Goal is a few tweaks and not big changes.
I am going to tweak the water a bit as test as well... remove the damages Vehicles.
- Node layout I think should go back to the original.
- Review vehicle mix. Still like to keep Dark Levi and Hospitaler (though It doesn't need to be 10,000 health).
- Idea of a few more at the core makes sense.
- I like the dropship hangar idea... and you'd still get enough vehicles there that you can always pressure 3/10 without driving across the map.
- Bombers will be 1 or 2 per team, core only -- they are powerful and can run the map.
- Not sure the Arbiter would work on here, but if its there then need to make sure turrets have good positioning -- that still has chance to run the map with the railgun.
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: Volcano High..
I like the new node layout, it makes recovering the map so much easier. Since the lake node connects to both your flier primary and the far primary, its much harder for the enemy to lock it, and if they do, then your team sucks ass and deserves to lose quickly. Since the enemy can't lock the lake node as easily, its much easier to get your flier primary up and hit the middle side node to lock your primary. Before, you'd have to hit both the lake node and the middle side node before some aurora or bomber nukes your node (which happened at least 90% of the time). Also, with the number of bombers reduced, its going to be very hard to take out two nodes rapidly while being at a flier disadvantage, making the game drag on forever.
- pooty
- Posts: 6557
- Joined: Sat Apr 03, 2021 10:22 am
- Location: Florida
- Server Sponsor: Yes
- Server Admin: Yes
Re: Volcano High..
Ok so I adjusted it a bit for V10 (V9-TEST kept crashing my editor, so I started iwth V8)
- New Node layout like Rhamp's version. I think its good, more paths to the core as well as helping with comebacks.
- Added two RandomRaptor Factories to each core (Falcon, WaspII, Phoenix, Skyminer)
- Added King HellHound spawn at each core (Fast, Anti-air helps with comebacks)
- Bombers, Aurora removed from the Randomizer mix.
- RandomBomber Factory (Guppy, Bio, Arbiter) at each core. So each team always gets 1 type of bomber at the core, they might be the same though one team might get Guppy other the Arbiter so its random (there's no way to balance them they are independently random)
- Kept 5000 Dark Levi at core -- its fast enough to move and get in position.
- Kept Hospitaler at the corner node --- its got some anti-air but its too slow to be useful at the core. I opted not for the dropship idea since the number of tanks here is pretty low, so not sure how useful it would be.
- Jump pads to turrets at 1/13
Sadly it doesn't have the leon sounds...
- New Node layout like Rhamp's version. I think its good, more paths to the core as well as helping with comebacks.
- Added two RandomRaptor Factories to each core (Falcon, WaspII, Phoenix, Skyminer)
- Added King HellHound spawn at each core (Fast, Anti-air helps with comebacks)
- Bombers, Aurora removed from the Randomizer mix.
- RandomBomber Factory (Guppy, Bio, Arbiter) at each core. So each team always gets 1 type of bomber at the core, they might be the same though one team might get Guppy other the Arbiter so its random (there's no way to balance them they are independently random)
- Kept 5000 Dark Levi at core -- its fast enough to move and get in position.
- Kept Hospitaler at the corner node --- its got some anti-air but its too slow to be useful at the core. I opted not for the dropship idea since the number of tanks here is pretty low, so not sure how useful it would be.
- Jump pads to turrets at 1/13
Sadly it doesn't have the leon sounds...
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: Volcano High..
Did you update the nodes with the special versions so we can lock on link to them? I also put the link modifier to 1.5 (which seems to be common on every map that uses the special versions) so its faster to bring up nodes if you are linking since they are so vulnerable. If you want the leon zounds, I replaced the node construct, start, and destroy sounds with various leon zounds. Nothing like stepping on a node and hearing leon yell "fuck you".
With the random raptor factories, I'd remove the wasp from it since its significantly weaker than the other 3. If your team rolls a wasp and the other rolls literally anything else, you are at a disadvantage. On Dria that has something similar, I suicide with the stock raptor or wasp so that it'll hopefully spawn something actually useful. Also whenever the team rolls a pheonix, they will have the advantage. I'd forgo these types of factories in favor of letting the randomizer choose those fliers since the core is already set to flier only, so both sides have more of the same fliers.
I like the bomber factory since they are all around the same power and it ensures that a team doesn't get all 3 types of bombers at the same time.
Another thing is if you could add the wgs nukers I placed on my V9-TEST in the middle. They were in the elevator shaft rooms under the center node. These nukes allowed me to deal with anon's dark levi camping on the center wall that would've otherwise been impossible to take out. With the removal of most of the bombers and auroras, campers in the middle are going to be even harder to deal with. You'll be hearing a lot of -leon-rhamp otherwise.
With the random raptor factories, I'd remove the wasp from it since its significantly weaker than the other 3. If your team rolls a wasp and the other rolls literally anything else, you are at a disadvantage. On Dria that has something similar, I suicide with the stock raptor or wasp so that it'll hopefully spawn something actually useful. Also whenever the team rolls a pheonix, they will have the advantage. I'd forgo these types of factories in favor of letting the randomizer choose those fliers since the core is already set to flier only, so both sides have more of the same fliers.
I like the bomber factory since they are all around the same power and it ensures that a team doesn't get all 3 types of bombers at the same time.
Another thing is if you could add the wgs nukers I placed on my V9-TEST in the middle. They were in the elevator shaft rooms under the center node. These nukes allowed me to deal with anon's dark levi camping on the center wall that would've otherwise been impossible to take out. With the removal of most of the bombers and auroras, campers in the middle are going to be even harder to deal with. You'll be hearing a lot of -leon-rhamp otherwise.
- pooty
- Posts: 6557
- Joined: Sat Apr 03, 2021 10:22 am
- Location: Florida
- Server Sponsor: Yes
- Server Admin: Yes
Re: Volcano High..
Original Nodes. Not sure we need the other ones.
Yeah not sure how the random raptors will work. The core was all set to flyers only..so maybe as suggested remove the wasp.
I did add one Big Nuke in the middle. Its kind of hidden behind a bush at the bottom of one of the elevator shafts. Added wildcard pickups in the shafts.
Yeah not sure how the random raptors will work. The core was all set to flyers only..so maybe as suggested remove the wasp.
I did add one Big Nuke in the middle. Its kind of hidden behind a bush at the bottom of one of the elevator shafts. Added wildcard pickups in the shafts.
- Rhamp
- Posts: 535
- Joined: Sat Oct 21, 2023 9:15 pm
- Server Admin: Yes
Re: Volcano High..
Here are my thoughts after playing V10 tonight:
-The added flier spawns to the core are very far away from the player starts, especially if you spawn back by the link nuke. It takes longer to get from the player spawn to the flier than to get from the core to a primary in the flier. I preferred the placements in V9-TEST where they were right by the core.
-Hammerheads and wasps suck absolute ass. Vanilla raptors are preferrable to these. The wasps can't do anything against any other flier or vehicle unless you can get right on top of, which is basically impossible against good players. They are at least are good for getting from point A to B without getting swatted easily. Hammerheads are utter shit, have the handling of a paper airplane, the hitbox of a barn, and get swatted all over the place. Absolutely dogshit to fly and impossible to aim when getting spun around, which is why I hate DJY so much. In V9-TEST, I removed the hammerheads completedly.
-Bomber factory spawned a skyminer at one of the cores, not sure if this was intentional. A skyminer is significantly weaker than the bomber variants.
-Nuke in the middle and link setup were great. Link setup made the first round go by fast once it was clear one team was significantly stronger than the other. Only reason the second round took so long was that my team all kept going to the same node and getting themselves isolated :/.
-With the added fliers to the core, the side middle nodes should have 2 fewer vehicles to balance the total number of vehicles out. Once a team got both side middle nodes, there were just too many vehicles for the losing team to deal with.
I didn't have a problem with the rail tanks. They die fairly easily provided you aren't in a wasp or hammerhead.
-The added flier spawns to the core are very far away from the player starts, especially if you spawn back by the link nuke. It takes longer to get from the player spawn to the flier than to get from the core to a primary in the flier. I preferred the placements in V9-TEST where they were right by the core.
-Hammerheads and wasps suck absolute ass. Vanilla raptors are preferrable to these. The wasps can't do anything against any other flier or vehicle unless you can get right on top of, which is basically impossible against good players. They are at least are good for getting from point A to B without getting swatted easily. Hammerheads are utter shit, have the handling of a paper airplane, the hitbox of a barn, and get swatted all over the place. Absolutely dogshit to fly and impossible to aim when getting spun around, which is why I hate DJY so much. In V9-TEST, I removed the hammerheads completedly.
-Bomber factory spawned a skyminer at one of the cores, not sure if this was intentional. A skyminer is significantly weaker than the bomber variants.
-Nuke in the middle and link setup were great. Link setup made the first round go by fast once it was clear one team was significantly stronger than the other. Only reason the second round took so long was that my team all kept going to the same node and getting themselves isolated :/.
-With the added fliers to the core, the side middle nodes should have 2 fewer vehicles to balance the total number of vehicles out. Once a team got both side middle nodes, there were just too many vehicles for the losing team to deal with.
I didn't have a problem with the rail tanks. They die fairly easily provided you aren't in a wasp or hammerhead.
- YEAAAHHHHHHHHHH
- Posts: 1590
- Joined: Tue Jun 08, 2021 3:03 pm
- Server Sponsor: Yes
- Server Admin: Yes
Re: Volcano High..
Hammerheads are a staple of DJY. You have to figure out how to handle them. In the meantime I’ll keep smoking everyone from my hammerhead.