Great feedback from everyone!
Just want to throw a suggestion out there about the toxic water:
Instead of removing the player damage, couldn't we reduce the damage instead? That way players that have fallen in can still make it out (provided they didn't already have low health). I'm imagining something along the lines that a player with full health could swim across the water, but would arrive with decreased health (less than half the hp), so he/she would need to decide beforehand if it's worth it or if using another way to get across would be better.
ONS-Shipdock feedback
- EmanReleipS
- Administrator
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- Description: Pancake Fairy
- Location: Germany
Re: ONS-Shipdock feedback
I think the best would be to eliminate the toxicity of the water and suggestion: hide something underwater. 

- Karma_geddon
- Posts: 234
- Joined: Tue 13. Aug 2013, 18:33
- Description: from Italy
Re: ONS-Shipdock feedback
The OMFG gun was fun but I don't particularly miss it. My point was that I think that it could be good for the comeback to add another more traditional superweapon there instead 

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Re: ONS-Shipdock feedback
Actually, now looks more like spambox than before, many vehicles, lots of spam. with the omfg -if used correctly- there was a solid chance for comeback, now none. whichever team gets to build more nodes at the start, dominates the match till the end, making a very one sided game. now you may say, what's keeping the slower team to build the nodes fast enough, well there are certain players who hop into the howerbadgers at the core right at the start of the game, zoom around and kill people, if they can stop a building of even one node, its a win. then players get into the bio tank, and start camping at the core exits. and the match is decided. today there was a perfect example of that, two quick rounds, (the second when we were winning was quite boring for me, it was so one sided). i can provide the demo if anyone interested

- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: ONS-Shipdock feedback
Well you can get around the Bio tank using the jumpads. The three directly in front of the base should take you to the centre of the map where you can get to the centre platform and take it out. If you use the jumpads to the left of your base you can get the ship with the double damage and portable ion cannon fairly quickly which can take the bio tank out in one go.
I do agree that the hover badgers are not working despite their kick and the ability to hover making them suited to this map. So what does everyone think, should they simply be removed or replaced with another vehicle. Maybe a single flame badger? They don't have a minigun so are more vulnerable to attack from above. This should counter the rush spawn killing at the start of the match.
Personally I think the toxic water is a good idea. It gives a greater penalty to being knocked off the centre platform, also it's fun using the shock rifle to hit people into the water when they're jumping up and down trying to get the nuke.
I really like the idea of having something down the bottom underneath the sub. With a health keg you should be able to reach it and get back up with around 100hp left. Do we really need another super weapon though? We already have 3.
?
I do agree that the hover badgers are not working despite their kick and the ability to hover making them suited to this map. So what does everyone think, should they simply be removed or replaced with another vehicle. Maybe a single flame badger? They don't have a minigun so are more vulnerable to attack from above. This should counter the rush spawn killing at the start of the match.
Personally I think the toxic water is a good idea. It gives a greater penalty to being knocked off the centre platform, also it's fun using the shock rifle to hit people into the water when they're jumping up and down trying to get the nuke.
I really like the idea of having something down the bottom underneath the sub. With a health keg you should be able to reach it and get back up with around 100hp left. Do we really need another super weapon though? We already have 3.
?
The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Re: ONS-Shipdock feedback
One of the main goals was to make tanks less efficient, but in fact adding hoverbadgers worsened it. I think Hoverbadgers should be gone. Even if they are relatively hard to use, ppl can learn it and they are devastating. And Hoverbadgers make the Flamebadger redundant. I actually tried to use the Flamebadger, but it get torn apart by Hoverbadgers before I could even reach my destination.
The jumppads are somewhat awkward. I don't like that the Deemer's place was replaced with a jumppad and I don't think that it makes sense either. The place of the deemer was unique, because it was hard to get. Each side has access to one-one Ion Cannons and the Redeemer was the prerogative of those who could obtain it.
The water can remain toxic, however it deals way too big damage.
In conclusion:
-remove the hoverbadgers
-restore the location of the deemer
The jumppads are somewhat awkward. I don't like that the Deemer's place was replaced with a jumppad and I don't think that it makes sense either. The place of the deemer was unique, because it was hard to get. Each side has access to one-one Ion Cannons and the Redeemer was the prerogative of those who could obtain it.
The water can remain toxic, however it deals way too big damage.
In conclusion:
-remove the hoverbadgers
-restore the location of the deemer
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: ONS-Shipdock feedback
The problem with where the nuke was before, was that once you got it you had nowhere to use it. 99% of the time you were dead before you had line of site on a node. I've always thought that the nuke on Spankjox worked well because it gave the other team a chance to "take you out" before you got it. The other advantage to having a jumpad on top of the sub is that you can use it to get the centre platform, attack from underneath so to speak.
Anyway it would only take a second to move, so we'll see what everyone else has to say. If they agree it'll be moved.
Any ideas on what could go at the bottom of the water, ut3 jump boots, a relic, a ONS-Rail type bomb?
Anyway it would only take a second to move, so we'll see what everyone else has to say. If they agree it'll be moved.
Any ideas on what could go at the bottom of the water, ut3 jump boots, a relic, a ONS-Rail type bomb?
The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Re: ONS-Shipdock feedback
Actually whenever I used it I didn't die and I could always get it where I wanted
- Karma_geddon
- Posts: 234
- Joined: Tue 13. Aug 2013, 18:33
- Description: from Italy
Re: ONS-Shipdock feedback
About the Hoverbadgers: maybe the problem is their numbers. If I remember right, actually there are two Hb at each base, and they might be too much.
For example this means that, at start, they can go to the both of the suspended alleys and try to stop the building entirely. With one Hb for team, instead, the driver should have to (basically) choose a single alley (and the other team would do the same, btw).
Another solution could be to place a single Hb on a node, instead that on the base, to avoid "rapings" at start.
It would de a shame to remove the Hbs entirely... I hated them on that UT3 reap-off map (don't remember the name), but I'm really enjoying to fight with or against them in Shipdock... They suit this map well.
About the bottom of the water: what about a couple of teleporters to the ships? One for each ship. That way, you may reach a lot of potential superbonuses (without the issue of adding more of them to the map) and an advantage position on a chosen shore.
After Cat's post, I see why damaged water might be fun; still, I think that it could be good to reduce the damage, to make the trip to the bottom more affordable.
(edit: typo)
For example this means that, at start, they can go to the both of the suspended alleys and try to stop the building entirely. With one Hb for team, instead, the driver should have to (basically) choose a single alley (and the other team would do the same, btw).
Another solution could be to place a single Hb on a node, instead that on the base, to avoid "rapings" at start.
It would de a shame to remove the Hbs entirely... I hated them on that UT3 reap-off map (don't remember the name), but I'm really enjoying to fight with or against them in Shipdock... They suit this map well.
About the bottom of the water: what about a couple of teleporters to the ships? One for each ship. That way, you may reach a lot of potential superbonuses (without the issue of adding more of them to the map) and an advantage position on a chosen shore.
After Cat's post, I see why damaged water might be fun; still, I think that it could be good to reduce the damage, to make the trip to the bottom more affordable.
(edit: typo)
Last edited by Karma_geddon on Sun 10. Aug 2014, 15:47, edited 1 time in total.
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Re: ONS-Shipdock feedback
I really like this map but I was wondering why a bio tank was chosen to be in this map. It's a small. narrow and protected map which makes a bio tank easy to aim and use. A bit too powerful here in my opinion.
It is often possible to rush to the bio tank, use it to take node 4 (red team) or node 3 (blue team) and destroy the enemy core in a matter of seconds with the bio tank secondary fire.
Another option is like Zon3r said, that someone will use the bio tank to camp at the end of tunnel towards the core, which makes it very hard and frustating to make a come back (Small narrow tunnel and any vehicle will get shot down with ease by the bio tank).
Ofcourse this doesn't have to happen all the time and there are ways to destroy it but I just don't think the bio tank adds anything to the fun on this map.
I think a normal tank or a raptor would be better at these nodes. A normal tank is harder to defend in close combat than a bio tank and is also slower, which are 2 things we need in this case i think.
A raptor (instead of the bio tank) could also be a fun addition to the map.
That being said, I like the hoverbadgers, they are really fun on this map. But as Karma said, 1 per base is enough I think.
However, when there are alot of people on the server and a team is pushed back to it's core, there can be too little vehicles at the base. I had a few games where players would all jump on the manta and scorpions to get a ride (which is fine, but not ideal). Prehaps replace one of the hoverbadgers with a hellbender to be able to take some more players along with you?
I agree with Cat that a paladin at the base could make the game too long, I think they are fine at the nodes where they are now.
It is often possible to rush to the bio tank, use it to take node 4 (red team) or node 3 (blue team) and destroy the enemy core in a matter of seconds with the bio tank secondary fire.
Another option is like Zon3r said, that someone will use the bio tank to camp at the end of tunnel towards the core, which makes it very hard and frustating to make a come back (Small narrow tunnel and any vehicle will get shot down with ease by the bio tank).
Ofcourse this doesn't have to happen all the time and there are ways to destroy it but I just don't think the bio tank adds anything to the fun on this map.
I think a normal tank or a raptor would be better at these nodes. A normal tank is harder to defend in close combat than a bio tank and is also slower, which are 2 things we need in this case i think.
A raptor (instead of the bio tank) could also be a fun addition to the map.
That being said, I like the hoverbadgers, they are really fun on this map. But as Karma said, 1 per base is enough I think.
However, when there are alot of people on the server and a team is pushed back to it's core, there can be too little vehicles at the base. I had a few games where players would all jump on the manta and scorpions to get a ride (which is fine, but not ideal). Prehaps replace one of the hoverbadgers with a hellbender to be able to take some more players along with you?
I agree with Cat that a paladin at the base could make the game too long, I think they are fine at the nodes where they are now.