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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

211–220 of 316 posts

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#211

Earlier quoted context omitted.

I don't know what to tell you if you're convinced that's the problem. I know and work with many web developers who do care about performance. I follow the blogs of many web developers who write about performance. I don't doubt that there are junior web developers who don't know much better. But I don't really meet anyone who says that they just don't care about performance.

Let me just point out that you can care deeply about performance and still lack the skills to achieve it.

Yes, I agreed with you in my post.

> I don't doubt that there are junior web developers who don't know much better.

I just think it's very... puritanical the way that people bemoan the state of websites as a personal failing of web developers as a profession rather than the a result of what kind of deliverables their employers care about and are willing to pay for.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#213
post #156

Gameplay feedback: Mohawk (helicopter) and Prowler (stealthy) don't seem worth it. The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also…

I agree on Mohawk. Mohawk would be more worth it if score degraded a little more slowly. As it exists, Mohawk is a one-way ticket to the bottom of the scoreboard because it's so difficult to stay alive. (By the way, if you're reading and didn't realize, you can select any other ship any time. The buttons look disabled but they aren't.) Prowler is awesome against the Goliath. So, so good. In fact, I'd say the Prowler…

Mohawk is strong on the side, spraying continuously. If they can be flanked its game over (tho a good player can reposition). I didn't play CTF though.

Prowler is not very good against Goliath because the Goliath can deflect, and its deflect ability unstealths the Prowler. Only a Goliath who has bad reflexes and goes in a straight line gets hosed. And one rocket doesn't kill the Goliath. And as soon as they know Prowler is on them, they're on their toes.

Even in a FFA game a Goliath is easy to take, but only once they unloaded their energy bar or took a few hits. Other players can help with that, consciously or not. And if the Goliath has a large bounty on their head, it is in their interest to help. FFA isn't literally FFA all the time. Sometimes interests align. The bounty system aids that, and its fun. K/D ratio is the real, publicly hidden score.

As a player you should avoid being near the spawn points. You learn where they are after a while. Planes always spawn facing north.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#214
post #156

Gameplay feedback: Mohawk (helicopter) and Prowler (stealthy) don't seem worth it. The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also…

I agree on Mohawk. Mohawk would be more worth it if score degraded a little more slowly. As it exists, Mohawk is a one-way ticket to the bottom of the scoreboard because it's so difficult to stay alive. (By the way, if you're reading and didn't realize, you can select any other ship any time. The buttons look disabled but they aren't.) Prowler is awesome against the Goliath. So, so good. In fact, I'd say the Prowler…

I think the rapid score moves are psychologically useful. For every person who slides rapidly downwards on a few unlucky hits, there's another who gets a few good shots, shoots up the board, and thinks "hey, I'm actually not bad at this!" which might make them more likely to stick around.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#217
post #136

Earlier quoted context omitted.

And developers only thinking about the development experience. In my next project I'm going to monitor the gzipped size of my deployed site as part of continuous integration.

npm bundlesize might help you: https://github.com/siddharthkp/bundlesize

This is what gets me... here's a dependency to reduce the size of your dependencies. I understand that it's useful, but at what point enough?

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#218
post #44
post #37

Earlier quoted context omitted.

No websockets for persistent connections? How are you handling RTC?

Open up the Network tab and you'll see that it's using WebSockets.

Ah. Sounds cool. Would WebRTC serve better here?

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#219
post #156

Gameplay feedback: Mohawk (helicopter) and Prowler (stealthy) don't seem worth it. The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also…

I agree on Mohawk. Mohawk would be more worth it if score degraded a little more slowly. As it exists, Mohawk is a one-way ticket to the bottom of the scoreboard because it's so difficult to stay alive. (By the way, if you're reading and didn't realize, you can select any other ship any time. The buttons look disabled but they aren't.) Prowler is awesome against the Goliath. So, so good. In fact, I'd say the Prowler…

Were you BeatDaddy on the Euro server? I was zkdbnz.

Reason I bring this up is to back up this point with a caveat: a skilled Prowler pilot is able to solo take down a Goliath only if the Prowler is faster (with upgrades).

On the EU server, the meta was missile spam fest over Europe. So I took the stealth ship to the North Atlantic and Arctic Ocean. There, the playstyle of the Prowler is one of patience.

Your first goal is to never die. Period. This is how I was able to be consistently top 4, and off-and-on #1 on the server depending on the other players's fluctuations.

The second objective is one of cowardice. You are paper thin. One hit will decloak you and worse, you are so low health that a single helicopter missile will finish you off. This means the playstyle is to find a handful of jet pilots that are dogfighting. Be close enough to them you can zip in, but far enough away you are still on the outskirts. This means you have to learn to be incredibly agile dodging missiles and learn how to read dogfights, which takes practice. It also means no one else gets to see your skills doing this, and therefore will assume you are a shitty pilot.

The third rule is one of ruthlessness. As soon as one of the dogfighters is damaged, swoop in on top of them and fire right before you pass over them. This takes timing so you don't run into other missiles (rule #1). The reason for this is because you do have 1 shot before you have to flee and re-stealth. But the other reason is for the surprise factor and hiding amongst the explosion (if you hit your target). It buys you precious milliseconds to re-stealth.

With this playstyle I rarely died, and went after the top dogfighters over Africa: k, jj, test, qjp (?). After a couple of pickoffs and being told to fly a real plane, I sat near the top of the score board regardless of fluctuations.

That is, until BeatDaddy came along. A Goliath pilot of great skill, he took out most challengers. However, as a Prowler I was able to almost solo him until jj out of the blue took my kill. So I killed JJ. :)

The strategy is simple. Only shoot the Goliath from the sides or back (avoiding the big missile) and only when in range of the AoE effect. Why? You want to force the Goliath pilot to waste their energy spamming the AoE. You have time on your side, you can hit them once every 10 seconds or so and still whittle them down because of the slow Regen.

But beware, big missile is 1 hit kill!

I never was able to fully solo BeatDaddy, as once I lost my upgrades from an unrelated death the Prowler cannot tackle a more upgraded Goliath.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#220
post #217

Earlier quoted context omitted.

npm bundlesize might help you: https://github.com/siddharthkp/bundlesize

This is what gets me... here's a dependency to reduce the size of your dependencies. I understand that it's useful, but at what point enough?

It is a development dependency though. So it does not get included in the final bundle at all.
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