Recent posts by neverbot on Kongregate

Flag Post

Topic: General Gaming / OE4 - Obliterate Everything 4 - Developer-News, Wish List, Discussion

New screenshot from OE3 game comments:

Cwwallis: " Wrote some code to generate pieces connecting OE4 structures together: http://imgur.com/rqDruqL "

.. .. ..

Also, here’s the other thread discussing OE4:

http://www.kongregate.com/forums/12-kongregate-multiplayer-games/topics/505487-oe4-suggestions

.. .. ..

~ ~ edit: more news ~ ~

Feb 28 – 8:29PMcwwallis: made new extractor 2×1 size

Feb 28 – 8:29PMcwwallis: http://imgur.com/QbAM4fA

 
Flag Post

Topic: General Gaming / The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated 7/6/2015**

Just writing this down somewhere…

  • A shield B blaster (42 shield points) took 53 hits from a freeze blaster before the shield was overcome.
  • The same shield B blaster took 63 hits from a freeze blaster with 4x armor techs equipped.

Armor tech appears to affect shield strength.

Can anyone confirm these results?

 
Flag Post

Topic: Kongregate Multiplayer Games / OE4 Suggestions

e: I’ve edit this comment several times, adding more ideas as I go.

Disclaimer: I make no claim that all ideas are good, or even if any of them are good.


I mentioned this to Cww already, but I’ll post it here too.

A major issue with accessibility of the pvp game to new players is the equipment curve. Specifically, the issue of resource gathering. In OE3, if I have my rof/rof/range Miners equipped, I’m gathering upwards of 40%+ more metal resources than someone with a blank Miner. And that number get compounded again by techs like Manufacturing or Fighter Rush, as well as Mining Beams. This creates a MASSIVE advantage for the experienced player when new player with a blank miner, even bigger if the newb is unlucky enough to not yet have miners.

One idea for OE4 is for Miners to be ineligible for upgrades like RoF, and for resources gathering ships to be unaffected by production techs like Fighter Rush (or whatever OE4 does.)

.. .. ..

A few more thoughts…

.. .. ..

Something else I’d like to see is the return of the small mining beam turret from OE2. If this turret was added to OE3, I’d suggest making the cost between 75e and 100e, making the 4-beam extractor a bargain at 250. So some kind of pricing scheme like that.

If customization is possible, it would be neat to equip a mining beam turret to a ship.

.. .. ..

If OE3 round types make it in to OE4, the differences between rounds should be more distinct. Iridium rounds in OE3 are easily the best type. It would be better if Iridium (200% shield / 115% armor) was more distinct from its EMP and Neutron cousins. If EMP stayed at 300% shield damage, make Iridium something like 150% shield damage, and 110% armor damage. This allows EMP (300% shield / 100% armor) and Neutron (120% shield /120% armor) to remain distinct. (Neutron round mods are often discarded in favour of Iridium in OE3.)

It could be interesting if Force-Rounds did bonus damage to structures, since the force would have to be absorbed by the structure instead of pushing a ship.

.. .. ..

Range buffs should be more subtle. Like the rof/rof benefit of miners, stacking range benefits offer incredible advantages. In OE3, a range/range (120%*120%) Void Lance can basically hit an opponent’s command centre without need to build constructors, or use expansion or primer tech. It’s almost a guaranteed win. Range improvements should either be more subtle, just ~5% perhaps, or only have a max of a single range upgrade, to limit game imbalances.

.. .. ..

It would be neat if Expansion could be done by upgrading the command Centre. Base Shield or Base Canons could be alternate upgrades available to the Command Centre during a match. Having an expansion slot for a turret could be interesting, even a small mining-beam turret, or extra reactor/energy production. (Kinda like in OE1 when you could upgrade your base to have a higher ship support total or launch a basic fighter.)

If this were to be done, it makes sense for each constructor to require it’s own upgrade.

.. .. ..

If the Command Centre can be upgraded to launch a basic fighter, it might be interesting if a additional upgrades on that slot could update the fighter type launched. I don’t know if this should allow any fighter, or if only select fighters—say fighters without metal requirements—might be the only ones permitted, or if the fighters launched in this way would be “blanks” or if further upgrade/mods would be possible. (I wouldn’t want to let things get to complicated. Simplicity has been a strength of the OEX series.)

.. .. ..

For the 3D effects proposed in OE4, it would be really cool if there was some control of the camera angle. Even if all that meant was slight tilt and/or zoom capability, it would be a really nice way to show off the graphics.

.. .. ..

Allowing graphics or sound-effect cookies, or special paint-jobs to be unlocked as a player progresses through campaign could be fun. CW could have some super-cool paintjobs to be purchased for kreds.

.. .. ..

Let the info icon [?] on the main screen stand out a little more. Sometimes players in OE3 miss it.

.. .. ..

What if there were port “Captains” that you rescue as you push through campaign?

Characters that modified a port’s ships to have slightly improvements, like +1% shield capacity, or +0.5% turning rate, or +0.5% weapon accuracy, or something like that. Their abilities would only apply to specific ports, so the whole fleet cannot benefit from this. Different Captains could have abilities that are only useful to different port types (or hull size, or however things are done in OE4) so one Captian might have abilities only useful for fighters, while another might have nothing to do with fighters.

The perks of having a port Captain should be very modest (from +0.1% to a max of 1.5%—or maybe just 1.0%) so they would help, but no Captain could ever be a game changer.

/Crazy/weird idea.

.. .. ..

Allow lasers to miss sometimes. Or to do partial damage sometimes. A hit % could look like 75% chance to do 100% damage, 5% chance to do no damage, 15% chance to do 50% damage, 5% chance to do 120% damage.

(Lasers should still have very high accuracy, but even in real life military, no targeting system is perfect. The exact percentages can be worked out by the developer, of course. This is just a concept.)

.. .. ..

Allow other weapons to have a variable damage too. This could emulate accuracy or critical hit chances as a ship trait.

Guns would have the most consistent damage, followed by lasers. Missiles and bombs could have more variation, especially if there is a blast radius.

An extra trait a ship could have could increase the range to be closer to the maximum damage possible by the weapon.

Note: this could be a super fun feature. BUT if this means a big sacrifice in how smoothly the game runs, or how much processing power is needed for single-player or PVP, then it may or may not be worthwhile. I don’t know the coding end of things, and at times, OE games can look a bit like bullet hell…

.. .. ..

Also here’s the other thread discussing OE4:

http://www.kongregate.com/forums/3-general-gaming/topics/575392-oe4-obliterate-everything-4-developer-news-wish-list-discussion

.. .. ..

What’s the plan for Engineers?

Will these healing ships work more like OE3 where they have unlimited range? Or will they operate more like OE1 repair drones, where they stayed within range of a home base?

Is there room for both?

A repair drone station could work like a building that can be upgraded to support an increasing number of drones, and an ever expanding range. Such a building should be smallish, and cheap to build, with upgrades getting more and more expensive. A drone station should have a wider maximum range than a hyper-repair type turret.

Engineer “fighters” could function pretty much like OE3—though some targeting and flight behavior improvements might need to be worked out. Engineers should have a higher repair rate than a single repair drone. Drones should be faster moving though.

.. .. ..

What if ships were able to have different round types for turret vs. main guns? This could be very powerful and might not fit with other game balances.

.. .. ..

What if units were granted a brief period of immunity to Freeze rounds after being stunned? This would help ease the issue with “freeze lock” that is found in OE3. Could the recovery time be extended with a freeze-resistance type mod/skill?

.. .. ..

How to make Acid fun. (No not blotter. Drugs are bad m’kay.)

Make the animation for Acid tiny rabid bunnies chewing on your ship. After a moment or two they run out of oxygen and die, floating and fading off into the abyss. A special defense unit can spray “hounds” on your ship/structure to chase them off (think Mr. Burns “release the hounds.”) But watch out for the space-suit bunnies, they have a much longer air supply and can chew for a long time, and may fight back against your houndogs. These super-bunnies will have Elvis hair and sing “You ain’t nothin’ but a hound dog” when fighting off your hounds.

.. .. ..

 
Flag Post

Topic: General Gaming / The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated 7/6/2015**

The state of the game at the moment:

Essential units:

Beam Halo, Trident / Hades, Cobra / Miner, Gladiator / Fighter Yard, Constructor / Phalanx, Laser Turret, Microlaser, Void Lance / Heat Sink Tech

Occasional units:

Jupiter, ArchAngel, Tyrant, Hammerhead, Goliath, Artillery Halo, Biohazard / Corvette, Exhumer / Rapier, Spectre, Cutlass / Repair / Hyper-Repair, Quad Micromissiles / Naval Yard, Barricade / Freeze Round Tech, Primer Tech, Beam Mastery, Plasma Mastery, Base Shield Tech.

.

(For fun, try a private match where none of the above units are used by either player.)

 
Flag Post

Topic: General Gaming / The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated 7/6/2015**

Finally complied all my alt-match ideas:

http://www.kongregate.com/forums/12-kongregate-multiplayer-games/topics/580220-obliterate-everything-3-pvp-match-ideas

Feedback welcome!

-are the instructions clear?
-are the ideas terrible?
-should anything be changed?
-do you have a better match idea?

 
Flag Post

Topic: Kongregate Multiplayer Games / OBLITERATE EVERYTHING 3 -- PVP match ideas

[reserved]

 
Flag Post

Topic: Kongregate Multiplayer Games / OBLITERATE EVERYTHING 3 -- PVP match ideas

~ ~ FACTION BOSS FIGHT~ ~

Players use the item list form the FACTION MATCH, but this time both players play as the the boss.

Mandatory techs: Each player must use at least one Expansion, Base Shield, and Base Canon tech + any exclusive Faction techs.

Players maintain the FACTION MATCH build order:

(Both Fighters —> Both Mediums —> Capital Ships)

..

  • Variant I: OPEN BOSS FIGHT

Only techs are limited, otherwise anything goes.

Mandatory techs: Each player must use at least one Expansion, Base Shield, and Base Canon tech. The fourth tech will be up to the player, as will be all ship and turret choices.

 
Flag Post

Topic: Kongregate Multiplayer Games / OBLITERATE EVERYTHING 3 -- PVP match ideas

~ ~ FACTION MATCH ~ ~

Updated: Now with Cloud and Infest teams—sort of….

Updated: Build Sequence

Another match idea to shake things up a bit for friendly PVP action: FACTION MATCH!

FACTION MATCH will work best as a private match.

Factions are the different coloured AI opponents you fight in campaign, Red, Orange, Green, Purple and Yellow——and Infest and Cloud, sort of.

Rules:

  • Both players will agree to use only the items of a particular faction. A match could be RED vs. GREEN, or ORANGE vs. YELLOW, or RED vs. RED, or whatever the players choose to use.
  • Each player is limited to use only the items that the faction of their choosing would use.
  • BUILD SEQUENCE: A player must launch at least one of each of their Faction’s fighter types before a Stardock is built. At least one of each of the Faction’s Medium ship must be launched before a Starport is built.

Example: Orange Faction must build at least one Fury bay, and at least one Miner Bay before building a Stardock. Orange must then build at least one Exhumer Stardock and at least one Scorpion Stardock before building a Starpot to launch their Goliath.

∴ Both Fighters —> Both Mediums —> Capital Ships.

TECHS:

Some Techs are limited to help maintain game balance.

  • Allowed Techs:
    Armor Plating, Expansion, Flash Charge, Heatsink, Mining Beams, Power Core, Faction-specific Round Techs.
  • Restricted Techs:
    Primer, Beam Doctrine, Plasma Mastery, Missile Doctrine, Battery, Supplies, Manufacturing, Fighter Rush, Carrier Rack, Base Canon, Repair Organ, Base Shield, non-Faction Round Techs, Freeze Boost, Acid Boost.

Notes on techs:

  • Round techs are only available to that specific faction. It is recommended that the a Faction’s round tech be used if possible.
  • No Faction uses EMP or Fusion rounds.
  • Specific Ammo type mod techs like, Missile Doctrine, Beam Doctrine, and Plasma Mastery are not used by any faction. These techs should not be used by any as they can create an imbalance in play (e.g. “frameglitching” lasers, or homing SD.) Likewise, the Primer tech should not be used due to the long range of Lasers and Quad Missiles.
  • Base Canons and Base Shield are only used by bosses. (You are not an AI boss.) Only the Cloud Faction has access to the Base Shield tech.
  • Production techs like Battery and Supplies are not allowed. This is to balance playing field. (You are not a level 100 AI.)
  • Only the Alien Race may use the Acid Rounds, Acid Boost, or Repair Organ techs.
  • Only the Cloud Race may use the Freeze Rounds, Freeze Boost, or Base Shield techs.
  • Players should fill in remaining tech slots with available techs that will best compliment their faction and give them the best chance of winning.

SHIP & TURRET MODS:

  • All mods are allowed.

No one keeps a full roster of blanks (except maybe AllBlankFate, but we can’t all be him.) If you have a sweet sweet mod set, lucky you!

  • Notes on Carriers: The two Factions with carriers, GREEN & YELLOW, use carriers that launch Rapiers and Hawks, respectively. While we are striving to closely emulate the Factions the AI uses, the random nature of the game adds an extra challenge to this. Therefore, it is unrealistic to expect for players to have an exact match for ship mods. All mods are allowed, including carrier bays fighter mods.

MISC:

  • No faction gets both miners and reactors.
  • Each faction uses only one type of Capital ship.
  • Do not launch ships or use turrets or auxiliaries that your faction does not use.
  • Do not use restricted techs.

— — —
FACTION ITEM LIST:
— — —

  • RED: Uses ballistic weapons. Minimal Ore Economy

TURRETS: Autoguns, Blasters

AUXILIARIES: Tac Shield

FIGHTERS: Piranhas and Mosquitoes. (NO MINERS!)

MED: Puma, Athena

CAP: Trident

EXCLUSIVE TECHS: Neutron Rounds.

— — —

  • ORANGE: Ore based economy

TURRETS: Edgeslasher, Plasmacaster

AUXILIARIES: Tac Shield, Processor (NO REACTORS)

FIGHTERS: Miners and Furies

MED: Scorpions and Exhumers

CAP: Goliath

TECHS: No Round Techs.

— — —

  • PURPLE: Ore based economy

TURRETS: Auto-Cannons, Blasters, and Phalanxes

AUXILIARIES: Processor (NO REACTORS)

FIGHTERS: Miners and Rapiers

MED: Minotaurs and Scorpions.

CAP: Hammerhead

TECHS: No Round Techs

— — —

  • GREEN: Lasers and Carriers!

TURRETS: Lasers and Blasters

AUXILIARIES: Tac Shield

FIGHTERS: Mantis and Rapier (NO MINERS)

MED: Odyssey, Spartan

CAP: Legion

EXCLUSIVE TECHS: Iridium Rounds

— — —

  • YELLOW: Missiles Galore!

TURRETS: Quad Missile, Micro-Missile, Phalanx

AUXILIARIES: None

FIGHTERS: knights and mosquitos (NO MINERS)

MED: Grendel and Falcon

CAP: Mastodon

EXCLUSIVE TECHS: Thermal Rounds

— — —

CLOUD & INFESTAdded by popular demand!

Please note that while we can try to come close, we cannot perfectly emulate these factions.

Because players do not have access to items specific to these teams, like the Freeze-Laser, Spore Bay, or the Capital ships used by these factions, other ships have been chosen to substitute in. These choices were based on ships that are unused by other factions, like the Plasma Halo standing in for Cloud’s Blaster Halo, or Myrmidon standing in for Cloud’s medium Blaster-Ring ship. Pandemic and Biohazard seemed to fit Infest’s Acid theme already.

Building economies to launch Capital ships for these teams may be challenging.

— — —

  • INFEST: Monsters in space

TURRETS: Blaster

AUXILIARIES: Biolab

FIGHTERS: Mantis (NO MINERS)

MED: Pandemic

CAP: Biohazard

EXCLUSIVE TECHS: Acid Rounds, Repair Organ, Acid Boost

— — —

  • CLOUDS: Freeze! and I’ll shoot you!

TURRETS: Laser Canon, Blaster

AUXILIARIES: None

FIGHTERS: Mantis (NO MINERS)

MED: Myrmidon

CAP: Tyrant or Plasma halo. Not both! (This was requested by a player.)

EXCLUSIVE TECHS: Freeze Rounds, Base Shields, Freeze Boost

(Flash Charge Tech is recommended.)

— — —

Good luck & have fun!

 
Flag Post

Topic: Kongregate Multiplayer Games / OBLITERATE EVERYTHING 3 -- PVP match ideas

~ ~ ARENA DOGFIGHT ~ ~

For this match type, players place only one bay. No other support ships or defenses may be used.

  • Players should agree on a ship type to dual. (e.g. Minotaur vs. Minotaur, or Grendel vs. Grendel.)
  • This match type works best with medium ships, but can also be done with caps or fighters.

Techs: Mining Beams, Battery, Supplies, Power Core.
No manufacturing or ships enhancement techs should be used

Play order:

1./ Players place necessary economy items, such as Extractors and Reactors to gather the necessary resources to launch their ship (DO NOT USE MINERS).

2./ Once the necessary resources have been gathered all buildings much be sold leaving only the Command Station.

3./ The Stardock should be placed directly behind the player’s station.

4./ Players should use the game’s chatroom to coordinate launching their ships simultaneously for a fair fight.

5./ The player who destroys their opponents Command Station first is declared the winner.

 
Flag Post

Topic: Kongregate Multiplayer Games / OBLITERATE EVERYTHING 3 -- PVP match ideas

~ ~ THE UNDERDOGS ~~

With so many battles coming down to the use of the most powerful ships, many ships go collecting dust in player Armories. Why not created an alternate list of these ships for play in pvp or private matches?

Here is my suggestion for the underdogs, the rejected, and the wimpy, to make for a different play dynamic.

Try a playing a match where players agree not to use ships and items that do not appear on this list:


The “Underdogs/Wimpy” Game Match allowed items list:

FIGHTERS: Piranha, Mantis, Knight, Engineer, Mosquito.

MED: Puma, Falcon, Minotaur, Myrmidon, Pandemic, Athena.

CAPS: Mastodon, Plasma Halo.

TURRETS: Blaster, Double Blaster, Autogun, micromissile, Edgeslasher, plasmacaster, autocaster.

AUXILIARIES: Tactical Shield, Barricade, Cloak Field, Processor.

TECHS: Flash Charge, Expansion, Mining Beams, Armour Plating, Freeze/Acid Boost, Canon Mod.

(Reactors and Extractors would be allowed for metal and energy.)
  • Optional rule: use the FACTION MATCH build sequence:
    Fighters —> Mediums —> Capital Ships.
 
Flag Post

Topic: Kongregate Multiplayer Games / OBLITERATE EVERYTHING 3 -- PVP match ideas

~ ~ Shop-Pack Match ~ ~

This match type uses the packs available in the shop as match lists for players to add to the existing list in Beginner’s Match. Each Player chooses one Shop Pack to add to the list of core items from the Beginner’s Match. It is recommended that player play the same packs, (e.g. Starter Pack vs. Starter Pack) but playing vs. different packs can also be done.

NOTE: It is not necessary to purchase the Shop Packs. They are used only as an equipment list.

  • All ship mods will be allowed.
  • Techs are limited to base Open Techs (Expansion, Canon Mod, Flash Charge) plus those available in the given Shop Pack. For example supplies tech will only be available to a player that selects the Mining Pack.
  • Optional rule: Players may wish to invoke the “All Blanks” rule and agree to use only blank, unmodified units. Both players must have enough blank units to support it.
  • For a balanced game it is recommended that multiples of the same tech not be used.
    .. ..

Base Units available to all: Blaster, Double Blaster, Autogun, Piranhas, Mosquito, Puma

Open Techs: Expansion, Canon Mod, Flash Charge, Armor Plating.

Players choose one of the packs to the pack list to add to their armory:

Pack List:

1. \ Starter’s Pack
adds: Knight, Athena, Trident, Battery

2. \ Mining Pack
adds: Miner, Exhumer, Processor, Mining Beam Tech, Supplies Tech

3. \ Defender Pack
adds Autocanon, Laser turret, Phalanx, Repair Beam, Barricade Auxiliary.

4. \ Missile Pack
adds Minotaur, Scorpion, Cataclysm, Quad Micromissiles, Missile Doctrine

5. \ Beam Pack
adds Rapier, Spartan, Goliath, Laser Canon turret, Beam Doctrine

6. \ Plasma Pack
adds Fury, Myrmidon, Plasma Caster, Heat Sink Tech, and Plasma Mastery Tech

 
Flag Post

Topic: Kongregate Multiplayer Games / OBLITERATE EVERYTHING 3 -- PVP match ideas

~ ~ NEWB FIGHT~ ~

(Formerly known as “Beginner’s Match”)

For this match only the items a player begins with are used.

When starting as a new player in OE3, a player receives a limited selection of blank, unmodified Ships and Turrets, and no Auxiliaries or Techs. This match type will allow only these units.

Because Techs cannot be removed from the inventory, a limited selection of Techs will be available. All ship mods will be permitted.

TURRETS: Blaster, Double Blaster, Autogun
AUXILIARIES: None
FIGHTERS: Piranha and Mosquito. (NO MINERS!)
MED: Puma
CAP: None
TECHS: Expansion, Canon Mod (More tech options than you start with!)

.
.. .. ..
.

To add some colour to this match version, some variants are possible. These variants will use the Beginner Match unit list above as a foundation. Players should agree on match and variant type beforehand

  • Variant I: Beginner’s Plus +

Extra ships for extra flavour.

Adds: Micromissile, Knight, Mantis, Falcon, and Flash Charge tech to the above unit list.

All ship mods will be permitted.

No new Auxiliaries or Capital ships.

  • Variant II: Fate’s All Blanks!

Uses the Beginner Match unit list with unmodified “blank” units. Players should use identical techs for a true test of strategy. (Can be used with the Beginner’s Match and Beginners Plus + unit list.)

 
Flag Post

Topic: Kongregate Multiplayer Games / OBLITERATE EVERYTHING 3 -- PVP match ideas

Obliterate Everything 3 is an in browser player vs. player Real Time Strategy game right here on Kongregate.

* Obliterate Everything topic index

* Link to OE3 -- the game

Here are some alternate match ideas for the OE3.

All of the listed match types will work best as a private match.

- Newb Fight
- Shop Pack Match
- Underdogs Match
- Arena Dogfight
- Faction Match
- Faction Boss Fight

...Plus some great contributions below, including...

- Carrier Yard & FY Battle -- from Solderq1
- FULL HOUSE BATTLE -- courtesy of 695edudrekcah
- SPAWNER vs BUILDER -- by Vd2b

Good luck & have fun!
 
Flag Post

Topic: General Gaming / The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated 7/6/2015**

What causes the glitch where both players explode in pvp?

 
Flag Post

Topic: Technical Support / Chat room option to turn off timestamp?

I actually like the timestamp, but I wish it was formatted differently. I wish it was:

(date)[Username]:“comment”

…all on one line, which would conserve space in the chat while still giving all the info.

 
Flag Post

Topic: Technical Support / Can't edit some recent forum comments

It’s been a couple of weeks and still no change. I still can’t edit the comment I linked to in my first post. Any ideas here? Does the tech team need any more information?

 
Flag Post

Topic: General Gaming / OE3 - Obliterate Everything 3 - Topic Index

[reserved]

 
Flag Post

Topic: General Gaming / OE3 - Obliterate Everything 3 - Update Ideas

Still more thoughts…

25. / Plasma Halo turret turning buff. Plasma Halo should be scary. It isn’t. Right now it’s turrets rotate too slow to track targets. It misses often. This results in the ship dealing a fraction of the damage it is capable of. Please increase the turn speed of it’s turrets.

26. / If there is any thought of adding a new ship, there is a gap in any successful anit-fighter medium ship right now. Falcon is okay, but is too fragile. I suggest a medium ship with a Rapier-laser mounted turret (so less range, and slower firing speed than the laser turret of Trident) with a forward facing low damage, high-ish ROF weapon like the micro-missiles of Grendel, or the double Edgeslasher gun from Sapphire, and around 200 armor points. So tough enough not to die right away, but still a modest total DPS, and not so fast-firing that it would be totally immune to fighters. /Ship idea.

Thoughts?

edit: I think what I’m asking for is a medium version of Trident, with damage/armor scaled down to be appropriate. /edit

27. / Buff Flash Charge: grant a +10% shield strength in addition to the +10 charge rate.

.. ..

There’s been a lot of discussion around Beam Halo, Phalanx, and Gladiator. I’ve already discussed some of this in an earlier comment (which I am unable to revise for some reason) but I have some new thoughts on these ships, in particular regarding the Engine and Speed of these ships, which I haven’t seen discussed much yet.

Engines…

28. / Gladiator. I still think that a Gladiator Fighter Yard is a bargain compared to other defensive support ships, and would support increasing the price as I noted earlier. However the primary issue with it stems from the density of the swarms from Fighter Yard. Solderq1 has a good idea here:

Originally posted by solderq1:

Gladiator fy nerf: (…) If you got to nerf them, I suggest perhaps giving them an engine boost (increased spread).

Gladiator has the lowest speed of any offensive fighters (tied with Mosquito and Fury) which will place it among the highest densities of any ships deployed from a Fighter Yard. Also, it has the 3rd highest turn speed (behind Cutlass and Rapier) making it extremely nimble.

Suggestions for Gladiator nerf:

  • slight increase to cost as mentioned earlier (may or may not be necessary, depending of depth of other nerfs.)
  • increase speed to at least 80, maybe 90.
  • reduce both thrust and turning to about 10/18.

Question for Cwwallis: Would reducing the turn speed of Gladiator also affect the effectiveness of its mounted phalanx-turret? Can the turn speed of the Phalanx turret be updated independently of the ship? Would reducing the turret turn rate be an effective nerf here if such a nerf is still necessary?

29. / “Bean” Halo. (My favorite typo!)

There’s already been much discussion about this ship. Vovann12347 brings up an excellent observation:

Originally posted by vovann12347:

the problem of capitals is that fire of produced before and current capital stacks resulting in enormous firepower (because of ) overlapping of “fire zones”

Beam Halo has the slowest engine speed of any ship in the game—only turrets move more slowly—this slow speed, combined with the long range of Beam Halo its slow movement gives it one of the largest overlapping fire zone in the game, after only Artillery Halo—though Artillery targets structures only (and can be completely countered by Phalanx or Gladiator Fighter Yard).

Suggestion:

  • Buff Beam Halo’s engine speed to 35+, thus reducing the intensity the overlapping “fire zones” from this Capital.
 
Flag Post

Topic: General Gaming / The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated 7/6/2015**

Match idea: BOSS FIGHT

Only techs are limited, otherwise anything goes.

Mandatory techs: Each player must use at least one Expansion, Base Shield, and Base Canon tech. The fourth tech will be up to the player.

Variant: FACTION BOSS FIGHT

Using the manditory techs from listed above, but also with the Faction item list and Build Sequence rules from the Faction Match

(Both Fighters —> Both Mediums —> Capital Ships).

Full Faction Match rules here

 
Flag Post

Topic: General Gaming / The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated 7/6/2015**

Match Idea: Beginner’s Match:

For this match only the items a player begins with are used.

When starting as a new player in OE3, a player receives a limited selection of blank, unmodified Ships and Turrets, and no Auxiliaries or Techs. This match type will allow only these units.

Because Techs cannot be removed from the inventory, a limited selection of Techs will be available. All ship mods will be permitted.

TURRETS: Blaster, Double Blaster, Autogun
AUXILIARIES: None
FIGHTERS: Piranha and Mosquito. (NO MINERS!)
MED: Puma
CAP: None
TECHS: Expansion, Canon Mod (More tech options than you start with!)

.
.. .. ..
.

To add some colour to this match version, some variants are possible. These variants will use the Beginner Match unit list above as a foundation. Players should agree on match and variant type beforehand

  • Variant I: Fate’s All Blanks!

Uses the Beginner Match unit list with unmodified “blank” units. Players should use identical techs for a true test of strategy.

  • Variant II: Beginner’s Plus +

Extra ships for extra flavour.

Adds: Micromissile, Knight, Mantis, Falcon, and Flash Charge tech to the above unit list.

All ship mods will be permitted (unless players wish to also use the All Blanks rule).

No new Auxiliaries or Capital ships.

 
Flag Post

Topic: General Gaming / The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated 7/6/2015**

@Solderq1, I had left my laptop open. The game was technically running while on pause.

 
Flag Post

Topic: Kongregate Multiplayer Games / [Vorp!] shutting down

It was my favorite too. I miss my Circe.

 
Flag Post

Topic: Technical Support / Can't edit some recent forum comments

Thanks again for the help, Candyman. It had just been a few days since your initial response after I had flagged my comment. I appreciate the work you do to help keep this place running. I checked again today, and am still unable to edit my comment. Hoping it gets fixed soon.

 
Flag Post

Topic: General Gaming / The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated 7/6/2015**

Memory leak for OE3?

I was playing a campaign match vs. clouds and had to step away from the computer for a bit. I paused the game, but ‘a bit’ turned into a few hours. When I returned I unpaused to complete the match, but it was running suuper slooow. I checked the system manager and it said that the firefox plugin, adobe shockwave flash was using 17.1 GB of virtual memory. That’s a lot of resources!

I restarted the browser and repeated the experiment, but just leaving OE3 open while not in a match as there was no buildup of memory usage.

Is there a memory leak or something? Could this explain why pvp is sometimes laggy?

 
Flag Post

Topic: General Gaming / The "What was that game called?" Thread

Originally posted by o0Drako0o:

Im looking for an older game i used to play but no longer remember the name was about 3 years ago its a army style game where you can equip your skeletons with armour and weapons and also special items like an undead horse, the game play is very similar to ‘’the great war of prefectures’’ but instead of building archers or swordsmen you would equip either a bow or a sword but battle wise it was the same make your units and send them to fight.

Please help ive been looking for days and cant find it thank you

Battlecry?

http://www.kongregate.com/games/BerzerkStudio/battlecry