SmashBroPlusB wrote:
I have a question. What's the difference between your version and Messatsu's version?
Here's the overarching concept I see as the difference. In SSW's mod (which he accurately describes), whether or not you win or not really comes down to your own tactics and skill at taking care of bots. There's no outside help in the form of items or HP buffs that you see in Messatsu's mode, with the exception of a single W-tank - this was mainly given to offset the ammo nerfs brought by V2C. But is that totally a bad thing? In this mode you won't get randomly killed by someone else using Exit Unit, you won't get killed because someone spawned Eddie and give Mirror Buster to a bot, and best of all -
you won't get destroyed by meteorite death for trying to win. You should have *much* more freedom in this mode than you do in Savior's.
On a coding level, the scripts work in noticeably different ways. The bot leader is chosen about 4 seconds after the round starts (instead of before). However, it
does not fail. (I cannot state that from my experience about Messatsu's) The condensed ACS generally will lead to less lag / packet failure during bot adding phases at the beginning of matches, as well. In fact, this can just as easily be called "Concise Bot Apoc" as well as Classic.
My main point I'd bring up for the next version is to axe Junk Shield from the rotation. If it's not replaced by another weapon by default, I think adding Tango here would be within reason - it doesn't kill allies (e.g. exit unit, eddie) and isn't luck based - you'd be able to drop it in key places to get kills.
What I can see this mode possibly doing is giving a "Fright" item to the leader, so that he can effectively move "shepherd" bots around. That's an example of something I think would benefit players who are tactical - NOT players who want to Rambo. The bot leader's HP is fixed in this version - but in the classic mode, that never stopped me from stalking the unwitting team of humans.
