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A place to discuss and share Savage Resurrection related news, info, guides, strategies, bugs, suggestions etc.Savage Resurrection is a faithful recreation of the award winning classic Savage: A Battle for Newerth from S2 Games. Rules. Posts must follow “Allowed and Disallowed Submissions”. Follow Reddiquette.
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![Savage Resurrection Summoner Savage Resurrection Summoner](/uploads/1/2/6/2/126276181/276243934.jpg)
Originally posted by:It's the same mechanic from Savage 1, you think it should just sit there so you can run all the way back to it? Most of the time when you eject it's because you're on low health, or you have run out of ammo - in which case you need a new one anyway - or you can drive it back and go into a garrison to refill the ammunition.I wonder how the gameplay would change if Ammo Packs would be an active item that you can throw. This way peeps can re-fill ammunition of the big Siege Units by throwing Ammo Packs at them. Originally posted by:It's the same mechanic from Savage 1, you think it should just sit there so you can run all the way back to it?
The Savage Resurrection was an American psychedelic rock band from the San Francisco Bay area, and were active in between 1967 and 1968. The band were known as one of the youngest psychedelic rock bands in the area, with their 16-year-old lead guitarist, Randy Hammon, who is the cousin of Blue Cheer drummer Paul Whaley. As a long time Savage: The Battle for Newerth (Savage 1) player, I would recommend and encourage you to use 'Independent Melee/Ranged sensitivity'. This is due to the very nature of the melee of Savage Resurrection. You do need to turn fast, and spin sometimes as much as 180 degress or even more, in a very short amount of time (.
Most of the time when you eject it's because you're on low health, or you have run out of ammo - in which case you need a new one anyway - or you can drive it back and go into a garrison to refill the ammunition.I wonder how the gameplay would change if Ammo Packs would be an active item that you can throw. This way peeps can re-fill ammunition of the big Siege Units by throwing Ammo Packs at them. Yeah, I thought it would just sit there:p. Or you could give the vehicle to another player.Beast players would still get points for destroying an unmanned unit. Originally posted by ⎛Zii⎞:Is this a permanent mechanic? Or just a place-holder until they work the code out?Seems silly you can't exit a full-health vehicle without it exploding.Interesting point,You know what would be cool.If the ejected un-maned unit activcated AI control and started to automatically head back to base for repair, I don't like that it explodes and vanishes savage 1 or res. But i guess AI pathing is an issue as bots never use Siege units.
I never played Savage 1., I mean I understand the concept, it technically IS a RTS and not a shooter. And I can't think of any RTS games where a unit can exit a vehicle intact.
![Summoners Summoners](/uploads/1/2/6/2/126276181/223239131.jpg)
But still, I feel like it would add more immersion and maybe some strategic value (like exiting to capture a spawn flag and then going back in your vehicle).Plus I always felt the seige units for the beasts were more powerful then the human side (more hp, more damage, move faster, easier to hit targets under your feet, the ability to jump aroundt), this may balance that out!I think this thread should officially be moved to the suggestions tab. So if any moderator out there can help, I'd be most gracious. The mechanic, at least in the first game, is meant to make purchasing a human seige weapon a.costly. decision. You are spending a huge amount of money (or your team's money) on an extremely powerful unit. Abandoning that unit should be your last choice - this encourages your team to defend those units and you to optimize how you use its ammo.
Beasts, on the otherhand don't have the option to 'abandon ship'. Henc the manueverability (summoner) or tankiness (behemoth). Even with that extra agility, only the humans have the option to exit the seige state and claim a flag.If the new mechanics haven't changed, then allowing humans to leave siege to claim a flag and retun would make the unit superior, unbeatable, and not really challenge the economic or team model. A ballista could sneak around and have the option of capping a flag in between a surprise offensive. Beasts on the otherhand couldn't cap that flag and also would lack any meaningful escape (based on movement speed). A gateway sort of makes up for that. But is terribly outmatched.
A continuation of the concepts and mechanics found in 2005's NEO (it isn't a direct sequel), EXA is likely to be one of the last PS2 action-RPGs to come out of Japan - and it seems to be the bastard child of Suikoden and Baldur's Gate.What does a mix of games like that mean for players? Well for fans of Suikoden's stronghold system, it means that you'll get a similar headquarters where you can do cool stuff and plan out your next move. Don't let all this 'next-gen' talk fool you; the PlayStation 2 still has some life left in It and hopes to prove it to you with. Shining force exa characters name. Though it's nowhere near as big as Suikoden's gargantuan castles, the Geo-Fortress (as it's known here) is still pretty sizable and, as you continue to upgrade it, takes on multiple forms. What separates this HQ from Suikoden's, however, is that upgrading the Geo-Fortress isn't just a necessity to make room for characters or item shops - you have to defend it from attackers too, and choosing the right force of characters to protect it is almost as important as choosing your party of adventurers.
Originally posted by:The mechanic, at least in the first game, is meant to make purchasing a human seige weapon a.costly. decision. You are spending a huge amount of money (or your team's money) on an extremely powerful unit. Abandoning that unit should be your last choice - this encourages your team to defend those units and you to optimize how you use its ammo. Beasts, on the otherhand don't have the option to 'abandon ship'.
Henc the manueverability (summoner) or tankiness (behemoth). Even with that extra agility, only the humans have the option to exit the seige state and claim a flag.If the new mechanics haven't changed, then allowing humans to leave siege to claim a flag and retun would make the unit superior, unbeatable, and not really challenge the economic or team model. A ballista could sneak around and have the option of capping a flag in between a surprise offensive. Beasts on the otherhand couldn't cap that flag and also would lack any meaningful escape (based on movement speed). A gateway sort of makes up for that. But is terribly outmatched. Honestly, I'm not seeing it.70-80% of matches I've been in, the beasts won.
Obviously that side is seriously over-powered. As I said, I think one of the reasons for that is because their seige units have multiple advantages, such as the things I listed and in addition; faster aiming, faster turning around, unlimited ammo, I mean I could keep going and going.
Not to mention there is a huge amount of games out there with base-to-base combat that has vechiles you can exit and reenter. So it's not like balancing combat with that mechanic available is an impossible feat.If nothing else, it honestly just seems a tad immersion breaking.Edit: Make the machanic so that if the same player wants to purchase another seige unit, their previous unit THEN blows up. If left abandoned somewhere, if a different player is controlling it, the unit becomes 'theirs'.
Originally posted by:The mechanic, at least in the first game, is meant to make purchasing a human seige weapon a.costly. decision. Crosscode review.
You are spending a huge amount of money (or your team's money) on an extremely powerful unit. Abandoning that unit should be your last choice - this encourages your team to defend those units and you to optimize how you use its ammo. Beasts, on the otherhand don't have the option to 'abandon ship'. Henc the manueverability (summoner) or tankiness (behemoth). Even with that extra agility, only the humans have the option to exit the seige state and claim a flag.If the new mechanics haven't changed, then allowing humans to leave siege to claim a flag and retun would make the unit superior, unbeatable, and not really challenge the economic or team model.
A ballista could sneak around and have the option of capping a flag in between a surprise offensive. Beasts on the otherhand couldn't cap that flag and also would lack any meaningful escape (based on movement speed). A gateway sort of makes up for that. But is terribly outmatched.
Honestly, I'm not seeing it.70-80% of matches I've been in, the beasts won. Obviously that side is seriously over-powered. As I said, I think one of the reasons for that is because their seige units have multiple advantages, such as the things I listed and in addition; faster aiming, faster turning around, unlimited ammo, I mean I could keep going and going.
Not to mention there is a huge amount of games out there with base-to-base combat that has vechiles you can exit and reenter. So it's not like balancing combat with that mechanic available is an impossible feat.If nothing else, it honestly just seems a tad immersion breaking.Edit: Make the machanic so that if the same player wants to purchase another seige unit, their previous unit THEN blows up. If left abandoned somewhere, if a different player is controlling it, the unit becomes 'theirs'.i thought so too but the human teams one do more damage and require more skill e.g. The summoner is an ultimate surviving pest but does less damage than the bastilla and the beast is less powerfull than the kong damage-wise, at least he would be if the kong ever survivedand the ammo thing? That is more than made up from the fact that the mana crystal is WORTHLESS in a battle and outside of one all it can do is generate a few more shotsim a human player at heart since for beasts i need the frost shotgun to win at a melee.
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