But then again, there was this IRC log where ShadowHog said RVZ2 was already in progress, but that the lava didn't hurt you yet. This means there has been a volcano-themed RVZ2 at some point, even if they didn't have enough ideas to finish it.
Oh, so BMZ2 is serious business? You know, it's more coincidence than anything else that ERZ1 follows RVZ1 right now.Well, if they can find a way to fit that into RVZ1, that would be fine. It's kind of a short act for the last level before serious business starts happening.
Kaysakado, you do realize level transitions have never really been our intent. The arena for Eggscalibur would not support such a thing, besides =PWall of text.
Super in match has several massive weaknesses, especially right now with the Recycler being so common.Massive block of text
Agreed, it can definitely impair a player's ability to maintain the Super Form. But what if nobody can catch said Super player? That's where the problem is presented.Super in match has several massive weaknesses, especially right now with the Recycler being so common.
* Throw Automatic or Scatter at them. Each projectile counts as a hit, so this can do some pretty massive amounts of damage to a Super player.
And then we have another player, be it better or worse, bolting around, still unable to be stopped.* Recycle away Super. To increase the likelihood of this happening, make sure to hit all the WRMs on the map as often as possible to induce respawn.
Again, the speed issue. An example being myself; I'm able to get at every Ring Box before the player has a chance to prevent me from doing so.* Collect as many rings as possible. Super is powered on rings, so if you grab all the ring boxes on the map, it will strain their ability to maintain it. Attraction is also really good for removing the rings from the map. If they can't collect rings, they will struggle to maintain the form and make it far easier to knock them out of it.
So I guess my little points here and there all relate to the inexperienced players and the sheer speed of the Super forms. Not every player is capable of even landing one hit on a Super form, albeit staying alive long enough to even try doing so. It's not the Elemental Shield or any other one I'm worried about; I worry about a skilled player turning Super, grabbing an Attraction Shield, and dodging and weaving through every shot possible, while entirely obliterating all competition in their way.Also, as a reminder, shields are lost first when struck as a super form, so the aforementioned Attraction stupidity can be stopped with a single shot impacting the player. Hitting the Super player when they get Attraction should be the first priority of every player in the map, or they'll get quite a stock.
Hate the player, not the game. It's not our fault your aim sucks. Conversely, if a Super player somehow manages to dodge every single shot fired at him in order to maintain an attract shield in the first place, I must conclude that he has to be some kind of SRB2 god if the above point doesn't already apply, and probably deserves every ring he catches.Agreed, it can definitely impair a player's ability to maintain the Super Form. But what if nobody can catch said Super player? That's where the problem is presented.
-coughicanaimbuti'mtalkingaboutthepoorsapsthatcan'tcough-Hate the player, not the game. It's not our fault your aim sucks. Conversely, if a Super player somehow manages to dodge every single shot fired at him in order to maintain an attract shield in the first place, I must conclude that he has to be some kind of SRB2 god if the above point doesn't already apply, and probably deserves every ring he catches.
Actually, most of the time the player on the receiving end never gets to turn Super because more often than not, he/she doesn't have 50+ rings in hand.And then we have another player, be it better or worse, bolting around, still unable to be stopped.* Recycle away Super. To increase the likelihood of this happening, make sure to hit all the WRMs on the map as often as possible to induce respawn.
Really.Actually, most of the time the player on the receiving end never gets to turn Super because more often than not, he/she doesn't have 50+ rings in hand.
- :Ring loss rate is increased to 5 rings per second to combat the possibility of ring gain spam
- :Ring loss rate is increased to 5 rings per second to combat the possibility of ring gain spam
- :Special shields cannot be used when in Match Super Form
+ : Rings and Ammo that is shot is unlimited. However, the weapon ring is still required to use it.
+ : Attacks cause the super form person to flinch (IE They will not be able to run until they land, like MR's Final Boss attacking S.Sonic), but will only send them flying 1/2 as far if the weapon used has recoil
- : Causing the Super Form player to flinch will not prevent them from retaliating. (Tested in 1.04.9 With MR Final stage with Ringslinger on)
+ : Each shot that hits the Super Form causes them to lose one additional ring
How about 3-way CTF? Red vs Blue vs Green. Specific gametype, I mean. So like 3 team CTF gametype.
No, you were actually right. It's one to be the flag carrier, one to return the flag to base and another to run around and do nothing to help the game move forward.Ok, fun in my terms.