»[Factions] Cannons Need To Be Fixed

Discussion in 'Suggestions & Feedback' started by BlueJay, Mar 13, 2016.

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Do efficient cannons work on GC?

  1. Yes!

    0 vote(s)
    0.0%
  2. No!

    10 vote(s)
    100.0%
  1. BlueJay

    BlueJay Faithful Poster Member

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    Alright so I'll begin with it being straight forward. Cannons on factions, that would work elsewhere. Don't work here. Its simple, I've built a 40 stacker two times, and it still blew up both times. Now I know I had built it perfectly legit because clearly I just copied it from the test server to the factions server. Now right now, I honestly don't care how you admins / devs fix this. But I would like / I think others would also like it to be fixed as soon as possible, preferably if not soon, to be assured it'll be working at the next reset. Cannons simply don't work very efficiently. It takes time and effort to get cannons to work to GC timing, let alone having to make sure it doesn't blow up. Which in itself is basically impossible. Its simple. Cannons need to be fixed. Even if it means bringing back redstone torches, if thats what'll make these big cannons work. Cannoning is a skill. So is pvping. Fairly said, both should be given some credibility to being present in the GC factions server. However cannoning is quite clearly "rusted" you could say. Cannons don't work.

    Now I'd like to tell you why this should be fixed. I'd rather spend 3 hours making the cannon, cannonbox, etc, knowing I can actually trust the cannon not to blow up, rather than spending 3 hours making some small dumb cannon, having it blow up every few shots and having to rebuild it over and over again. I could make that 3 hour cannon, and get into the base 10x faster than you would had you rebuilt a small dumb cannon 20x. Not to add, that if regen walls are to be removed next reset. There needs to be a fix before thats done. Because due to a change that significant that'll make bases actually "raidable" and thus, factions that're even small, can build huge cannons to raid top factions, and vise versa. It just so happens, that if we go to normal walls, with the current cannoning status, no base would be raided even then without regen walls. Large cannons should be tested and fixed on the factions OG server. Not specifically the test server because it has minimal lag, the actual factions server because that, is where there is more lag. Also, I also noticed ping based- efficiency. I, a player from NA, saw that some "redstone signal wasn't going where it clearly should be" however, soon found out it was due to my ping, which is normally around 150. Now, I am quite positive a lot of people on GC factions have a ping near there. So if it was because of a 150 ping, can this be fixed as well? As, most players don't have the best ping as there is no NA proxy, this change could possibly help out? I don't know much about how exactly the server takes everything, but in simple terms. Factions Original needs some major cannon fixing as well as some lag fixing. (Recently lots of players get kicked at spawn, due to major lag spikes)

    @aXed @Tenderman @Melon333 @AsyFrost @Tibo442 @Everyone possible.
     
    #1
    • Agree Agree x 3
  2. Pooperazee

    Pooperazee Faithful Poster Member

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    Nah ping doesn't matter its just on player's side.
    Maybe its because the tps in the cannontest server and factions isn't the same. tps affects redstone
     
    #2
  3. The_Urban_Viking

    The_Urban_Viking Quick Digit Member

    Messages:
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    Lag could be the issue here. I rarely have a cannon blow up. And my ping is in the 5-40 ms range.
     
    #3
  4. _SoraX_

    _SoraX_ Eternal Poster Member

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    Having the same issue too. I can't stand the Cannoning mechanics in GC
     
    #4
  5. [SAO] Black17

    [SAO] Black17 Addict Member

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    RIP cannoning 1.8 in GC

    bring back 1.7 Cannoning mechanics

    @aXed
     
    #5
  6. BlueJay

    BlueJay Faithful Poster Member

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    Bump and what not
     
    #6

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