Official Improvements Thread v.5

Talk about general S4 League topics not covered by another sub-forum right here!

What do you think about limited ammo?

Good thing.
75
9%
Bad thing.
740
86%
I don't mind such changes.
45
5%
 
Total votes : 860

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Oath94
 
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Re: Official Improvements Thread v.5

Postby Oath94 » Tue Oct 11, 2011 4:18 am

I think a ping limiter would be nice to have back; an option when making a room to limit how high one's ping can go to the master of a room. It will work similar to the netcode before it was switched to p2s2p. Instead of stabilizing every player's connectivity, the ping limiter will test the user's connection only to the room master; since the room's functions are only determined by the speed of the room master's connectivity. If the ping is higher than what the room master has set it to, the player in the lobby will not be able to connect to the room.

If this idea doesn't work, Alaplaya needs to be more strict about server accessibility; forcing players to play in their own designated server.
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XJAWBREAKERX
 
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Re: Official Improvements Thread v.5

Postby XJAWBREAKERX » Tue Oct 11, 2011 5:10 am

MORE ICAPS!!@@!! :ugeek:
where are the sentry gun and nell icaps? smash rifle and gauss? all those weapons are fairly old.

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VentusStrife
 
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Re: Official Improvements Thread v.5

Postby VentusStrife » Wed Oct 12, 2011 5:27 am

Make it so we see then entire combi shoes when we add it to the default set

@ankenator, wish my ditto did that in the game XD
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ThanatosZero
 
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Re: Official Improvements Thread v.5

Postby ThanatosZero » Thu Oct 13, 2011 1:37 pm

A official Youtube S4 League Channel, it would be nice to show a "Force Pack" Spotlight with hits of usage and In Game footage before launch a force pack, like League Of Legends way of showing a new Hero.

If needed, or permited, I can make it myself, I opened a ticket and was sent to here, so...

I have all the custom force packs, so, I won't mind doing the existing force packs, but new ones I can't get before patching xD
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jempoo123
 
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My suggestions :)

Postby jempoo123 » Thu Oct 13, 2011 3:31 pm

weapons

plasma launcher -- this weapon is similer to a grenade launcher --
Pros:: fire range is far, blows up and electricutes surrownding enemys. friendly fire to team mates.
cons:: could cause damage to the the wielder(this means the person who is using the weapon) if shot too close. reload after 1 shot (no rappid fire).

Senitry heal -- similer to senitry neil --
pros:: Heals surrownding team members in one blast every 1min-2mins. has good defence against guns and melee (still can be destroyed but at a very slow pace).
cons:: mind shock can destroy it easy. time laps between heals. it heals up to 3-4 people at a time.

crossbow
pros:: has rappid fire. very powerfull. fast reload. has good range. shoots 3 arrows at a time.
cons:: has 10% accuracy. can run out of arrows.

hunter bow
--this is similer to the crossbow, but this bow is used for sniping--
pros:: does not run out of ammo. fast relaod. good accuracy. has a poisen effect. good range shots.
cons:: less powerfull. can be slow to fire. one shot at a time

outfits
devil set
angel set
ninja set
vampire set
jill valentine set (resident evil)

hairstyles
popular manga hairs seen on tv shows and games.
gothic styles and wild styles

new ideas

skills

Telekenetic push
pros:: pushes surrownding enemys back and stuns them for 3 seconds.
cons:: uses up sp, can be used once every 1-2 mins

Metabolism
pros: heals 15% health over time
cons:: uses sp, can be used every 2-3mins. being shot sometimes interupts the skill

reaper --this is not a weapon its a skill --
pros:: spawn 2 ghosts to attack enemys at random, can not be killed by enemy fire. (1 ghost is magic damage[mind shock] and the other ghost is pysicall damage) if sp is restored the ghosts stay longer.
cons:: ghosts will disapear when sp runs out. ghosts will disapear if player is killed. can be spawned every 2-3mins. not very powerfull.
Last edited by jempoo123 on Sat Oct 15, 2011 2:36 pm, edited 3 times in total.

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DanteInfern
 
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Re: Official Improvements Thread v.5

Postby DanteInfern » Thu Oct 13, 2011 9:56 pm

Update all the guides in the main website. They are so outdated.

When you get wall smashed, you always slam against the wall with your back facing the wall. How about some wall smashes with your face facing towards the wall as well? It will look pretty funny as well.
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NeroDaHeroSPK
 
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Re: Official Improvements Thread v.5

Postby NeroDaHeroSPK » Thu Oct 13, 2011 10:40 pm

Suggestions, Changes, and Ideas! (The whole shabang)


Hi there.

I have a few suggestions, changes, and some ideas as well.

I don't want to get TOO creative seeing as how another season is on the way. I can only wish you guys luck with it. I've tried to keep the theme on my ideas universal, not so much leaning to this aspect or that aspect, but more just something that could go with many different styles or themes.

As I was thinking over the rescue gun and the mind energy, as well as healing in general when it comes to this game something occurred to me. Healing is nice and everything, but why cant team weapons do things BESIDES healing? Like for instance increasing attack power, granting special movement, things along those lines. More or less, all of the examples I came up with were overpowered and not very practical. One did stand out though.

Healing can usually save someones life. A teammate who's low on health could be restored to max and continue his assault on the enemy. A ball carrier could be restored to max in a hide away spot, before resuming his charge towards the goal.

Healing (When used properly not only by the healer but the one being healed as well) can pretty much give you a second wind. Whether that extra boost is to kill an invader, recover from a collision with a skilled melee user, or to just patch up a few points of damage. There is one situation however, where heals are and always will be useless.

When someone is being healed while taking direct fire healing will always be useless. HOWEVER, by direct fire I don't mean one person with a revolver who's determined to be the hero on his/her team. I mean an entire team moving as one, dedicated to, and with the soul purpose of killing your teammate. Well a little tiny heal beam just doesn't cut it. . .

In situations like that so many times in the game when I played with my clan and my friends I felt as if something were lacking. In an attempt to compromise (already knowing what was lacking) I equipped Shield and would proceed to stand in front of whoever I was healing to block bullets. However, since the shield is generated directly in front it is EXTREMELY hard to shield a moving target. . . . . . .

After countless failures I abandoned my support set all together, simply because it was and will probably continue to be unable to suit my needs as a healer. As I was looking back on how much fun I had playing support, I kinda thought about the aspect I figured was "lacking" from the role of a supporter. Protection The ability of a support class to "protect" is extremely limited.

Healing was at times just not enough, the amount of damage being done was greater then the amount I could make up for using my mind energy. Often times, trying to get up close to shield him would result in us both being killed. . . . Now, to the point.

I realize I've dragged this out but I wanted to stress the reason I feel this is important. This is both an Idea and a suggestion, the suggestion being to add more team based weapons, the idea being. . . . .

Ring Force

Weapon Type: Supportive

Classification: Portable Protection Device

Statistics-------------

Weapon Operation
Left click when in close proximity to a teammate will cause you to point the device outward causing a magnetic looking clear ring to appear on the tip of the device. A distorted field of particles will appear around the teammate you targeted blocking all bullets until~Ammo is depleted, user is killed, user is hit or interrupted in any way~

Right Click when looking at the ground will cause you to charge and shoot down a distortion field that provides an area of effect shield. This drains the ammunition of the gun as well. The distortion field resembles a half-sphere and is large enough to hold two players. This drains all of the ammunition of the gun. The field itself has 200 hp and takes damage from bullet attacks. The damage done to the field is the same as the damage done to a player wearing no clothing. The field will disappear after it has taken enough damage. Players including the enemy team may walk through the field, and any exposed parts of a person can be damaged. The field itself is clear, with a yellowish tinge to it matching some parts of the gun itself, it should also feature random bright spots since it is a distortion field.

Ammunition: 5, Unlimited Reloads

Firing Speed: 1 round per second~5 rounds per second for special right click~

Damage: None

Critical Effect: None

Special Features: Must be very close to target to create protective field. Due to the distortion field being... distortiony... you may not use the device while using shield. Left/right clicking while using shield will cancel the shield.

Fake Description: Experimental device creating magnetic inversion field Repels bullets and some types of energy particles briefly, can charge a given area with volatile magnetic force.

And Oh, as an added feature

RING FORCE DOES NOT SHIELD ENEMIES :D (Enough with the trolling mmkay Penta?)

Now excuse the horrid drawing, but this is what I would expect it to look like. :?

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Much more detailed of course but drawing is not my forte.....

The color scheme is entirely up to you guys if you did in fact like this Idea. I chose grey and yellow because I feel it fits the best with the weapons description and shape. The only thing I would ask really is that you just added a team shield device like this, I don't really care what color it is. I'll gladly charge through Tunnel wielding a rainbow ring if you so wish it, as long as it does what I said it should do. :lol:


Changes

Next are just a few changes I feel should be made.

Turret: Make the plates attached to the turret block bullets.

Wings: Increase flight speed

Anchor: Decrease anchor wait time. (How long you can hold shift before you fall)

Shotgun: Increase damage at the loss of accuracy, and add a full barrel shot right click

Mind Energy: Increase healing ability and decrease range.

Mind Shock: Decrease range Increase attack power.

Nero: Give -SPK-NeroDaHero Propeller hat, Aviator shades, and Dual handguns.

Thanks for reading, good luck with S4 League and future additions to it. ;)
NeroDaHero
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colers
 
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Re: Official Improvements Thread v.5

Postby colers » Fri Oct 14, 2011 5:19 pm

here is a idea for a healing type sniper ( sniper are a support type, so why dont give them a healing sniper)

injection hurler:
Looks like a sniper version of rescue gun ( me too lazy to make crappy ass Paint sketch). It shoots a injector at great speed over the map, note that it is slightly influenced by gravity ( else it is too OP and would prob end up a classic noob weapon).When the dart hits something , it breaks and releases a small cloud of of green gas that has +ses floating around in it. this cloud is only for show and does not gives the gun a AOE , so you need a direct hit . If you hit a ally , you heal him for 4 dmg per second . not to copy the rescue gun, it does not heal the enemy, it actually decreases its hp as the healing bytes are only compatibel for the team that shootet with it. This goes on a base of -75% of the real ( 3 dmg( blox the heal of metalic)). Chaser shootet shots do 9 dmg each second ( op in ophelia = 18 dmg) . The effect last eight seconds . If positive reaction , the target leaks + marks, a negetiv reaction = a enemy, leaks - marks ( just think of it that the bytes are either increasing or decreasing so you wont puke quz of the cliche in it). Has 6/12 bullets ( if its unlimited, it will be OP in all ways, especialy the chaser one). The effect will stack, and goes tru shields. you even leak the - marks ( not the +) when your invis, so its also kinda a tracker gun.

we already have a gun with meleé, now here is a idea of a melee that can gun.

switch blade: You wear it katar style. It consists out of 2 separate blades nearly against eachother. You can melee with it
here is a not-so-severe-crappy-sketch-but-still-bad-looking paint sketch
Spoiler: show
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, Slashing left to right and back again, and then hitting the opponement from shoulder to hip, doing not much damage, or smashing someone away with a strong stab, doing slightly more. air is just a downward stab . But the RMB button is a (semi) range attack. The blades fully connect with eachother. the red dots are energy nodes ( + and - ) if they connect, they will short circuit and rapidily build up heat. the heat charges till it reaches a max, the dots shining more brightly and steam leaking out of the middle. if you release RMB the blades snap of each other a bit , releasing a jet of flame at your enemys, doing severe damage( not enough to kill) and knocks them down. cost 30 SP. both range and dmg are determined by the charge. the max range is closely the same as shooting from one side of the N-1 house to the other ( the long sides).

Also, bring back old lobby (PLZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ)
and nerf the spy dagger , or just ban it , as they banned the vital shock for exactly the same reason.( = op and kils waaaay to easy with invis on)
spamming ma counter sword like a boss

wallsniping the crap out of everyone LIKE A FRIGGIN BOSS

ignoring the ppl calling me noob LIKE A GOD DAMNED BOSS


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heeeyrager
 
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Re: Official Improvements Thread v.5

Postby heeeyrager » Fri Oct 14, 2011 5:46 pm

Reduce dagger's range to some realistic range for a dagger, not of a retarded oversized spear.

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NctS
 
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Re: Official Improvements Thread v.5

Postby NctS » Sat Oct 15, 2011 1:16 pm

Reintroduce the Friendly and the Balance feature.
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