1
Spacelords Universe / Re: Let's have a chat about Antagonist.
on: December 06, 2019, 05:00:41 AMAntag is the ENTIRE point of the game. It's THE unique feature and style of this game. Antag haters...*** out. Hahah. But seriously, matches with them are more interesting and fun. Matches without them are boring. That's just how it is.
The only person to read the content of my post. Good job Brent. This isn't about the separation of PVP or PVE. It's not about adding/buffing Antagonist it's about restoring the orginal 4v1 aspect this game was built on.
Regardless of anyone's narrowminded interpretation this is a 4v1 PvPvE game, how you choose to play these elements are your choice. If coop is your thing good for you if its PvP then they got that covered to. The reason Antagonist matches can be "boring" or "downright shameful" has a lot to do with mission difficulty or lack there of when an antagonist is present. Not all antagonist are effective in playing the mode either. Those who are winning now will likely be winning regardless however even the guys who are successful notice and have been voice concern.
The whole purpose of this post is to inform MSE as well as people who enjoy the Antagonist mode that it currently in an unmanageable state and needs to be looked at a little closer.
lol his post had nothing to do with the topic, all he did was declare his love of the antagonist system and then demand posters leave a thread from a public forum… and in such a toxic way it appears mods had to edit his post.
What you ask for imo cannot be achieved because of the changes that were made to aleph and ammo, infinite ammo could be seen as a bad idea from a mile away, and how it was going to break stuff for both raiders and antags.
What you describe sounds like MSE balancing things out so that antag win rate gets lower, which is healthy for the community as a whole, since they insist on not dividing pvp and pve. What they mayb should do in that case is change the grading system for antags, not have it rely on winning, have it grade antags based on performance alone (kills, damage done, objective delay, etc) regardless of if they won or lost, and make it possible for them to get 7-8 scores even with a loss.
Dividing PVP and PVE also enters again into your discussion as a valid point, since it would allow for fine tuning things specifically for PVP scenarios, maybe even more standardized stats for the AI on the antag side, raising the minimum threshold for their HP, damage and reaction times, making them more useful, since the game wouldn’t have to account for noobs, PVE players and lower mmrs.