Tremulous Forum
General => Feedback => Topic started by: wolfbr on October 25, 2009, 06:54:58 pm
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i like of the balance's changes, but, i dont like some things.
ALIENS
Basilisk
advanced
gas effect
* no longer poisons (even if boosted) < the gas already was weak, had weakened more
* affects armoured humans < battle suit it was not very useful (judging cost/benefit),batte suit was weakened a little more,the armor is closed, but, it would have protection against poisonous gas.
Dragoon
advanced
barb changes
* repeat increase, regen increased, splash radius increased <overpower
HUMANS
Chaingun > is weakker?
Flamethrower > perhaps not yet it is good, is better increasing the range.
I have 2 suggestions for the weapons, add alt-fire for all, and .
exemple:
rifle
primary: bullets
secundary: small zoom(usin holographic sight)
painsaw
primary: saw
secundary: lightning gun(medium range, low damange)
blaster
primary: attack
secundary: laser(hight speed, long range, very low damange)
Shotgun
primary: Double blast(2 shells per shoot,short range, more spread, pellet count > 14)
secundary: Blast (1 shells per shoot, medium range,pellet count > 7)
Las Gun
primary: attack
secundary: medium zoom
Chaingun
primary: attack
secundary: fire rate is slower, but more accurate: use this if your target is far away.
Pulse Rifle
primary: attack
secundary: shoot small energy balls, good splash and damange(like a luficer's secundary fire in tremulous 1.1, but, has more splash).
Flamethrower:
primary: attack
secundary: more range, little damage.
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Basilisk
advanced
gas effect
* no longer poisons (even if boosted) < the gas already was weak, had weakened more
* affects armoured humans < battle suit it was not very useful (judging cost/benefit),batte suit was weakened a little more,the armor is closed, but, it would have protection against poisonous gas.
Who cares about realism? The gas is enough to seriously piss humans off, and basi's have big buffs elsewhere.
Dragoon
advanced
barb changes
* repeat increase, regen increased, splash radius increased <overpower
If anything, its way underpowered. Yeah you do more damage, but then you have to wait forever to do it again. The repeat and regen going up makes it worse, I have to wonder if you've even played with it.
The adding alt-fire thing would be massively over powered. The weapons have weaknesses and drawbacks for a reason.
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ok, then would be funny to see the rifle shooting hens, or to see tt turning an car style transformers?
adv dragon is very strong in the 1,1(4 good adv dragon x 10 good humans, aliens wins), this would increase the force of it still more, and would become tt useless(compared with tt of the 1.2).
secondary fire for the weapons would be interesting, would only help to balance the game.
currently(1.1) MD(scope) and LC possesss secondary fire, they are not ovepowered.
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I have other suggestions.
Aliens.
Dretch
* damage reduced 48 -> 36(-12 damange)< very weak(compared with rifleman or others s1 weapons,especially if a human being will be using light armor),it does not need much alterations (my opinion).
Dragoon
# base pounce range reduced 72 -> 54 < he main characteristic of dragon is the jump, it does not need to modify.
# can no longer bite while pouncing < dragon is not very good now, it would be better to only reduce the pouncing damage.
Humans.
dodge> I believe that the human beings do not need this, they can only jump for the sides, also it is more difficult for aliens to kill human. aliens already well had been weakened in this version, therefore I believe that the human beings do not need this.
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I have other suggestions.
Aliens.
Dretch
* damage reduced 48 -> 36(-12 damange)< very weak(compared with rifleman or others s1 weapons,especially if a human being will be using light armor),it does not need much alterations (my opinion).
Dragoon
# base pounce range reduced 72 -> 54 < he main characteristic of dragon is the jump, it does not need to modify.
# can no longer bite while pouncing < dragon is not very good now, it would be better to only reduce the pouncing damage.
Humans.
dodge> I believe that the human beings do not need this, they can only jump for the sides, also it is more difficult for aliens to kill human. aliens already well had been weakened in this version, therefore I believe that the human beings do not need this.
Apart from your point about humans, those suggestions aren't very constructive.
Dragoons should not be able to bite when pouncing, they're already overpowered in my opinion.
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I have some suggestions, change the lgun prifle means to be relatively inaccurate, would be more realistic, and would be less effective in long range.
while MDrive, would be very inaccurate when fired with the soldier on the move(you would need to be stopped to have good precision).
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That first section makes no sense.
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I have other suggestions.
Aliens.
Dretch
* damage reduced 48 -> 36(-12 damange)< very weak(compared with rifleman or others s1 weapons,especially if a human being will be using light armor),it does not need much alterations (my opinion).
Dragoon
# base pounce range reduced 72 -> 54 < he main characteristic of dragon is the jump, it does not need to modify.
# can no longer bite while pouncing < dragon is not very good now, it would be better to only reduce the pouncing damage.
Humans.
dodge> I believe that the human beings do not need this, they can only jump for the sides, also it is more difficult for aliens to kill human. aliens already well had been weakened in this version, therefore I believe that the human beings do not need this.
So you want to make aliens even harder to play and humans easier to win? While that is already the essence of 1.2, I say, NO!
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All of the human weapon changes are worthless and if you could use the primary fire, you wouldn't use the alt fire.
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ok, then would be funny to see the rifle shooting hens, or to see tt turning an car style transformers?
LMAO what the shit?
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First one, nicely done. Played not much, but some experience what i got.
dretch damage is good. without helm, 2 headbites, or 1 head and 2 torso. It should be so, not instadeath like on 1.1.
Adv goon snipe. Its overpowered, aoe damage. Not only you kill building, you kill everyone near it. Think armory. No aoe splash.
I LOVE TYRANT. really, nice work done to this. Now you can actually MISS your hits, and its even possible to hit other parts of human body too.
Lucycannon, I'm not so used to fast lucy. For now its big nerf. On 1.1 server, slow lucyball whose your protecting shield.
Include longer recharge make it worse. As i say, I'm not used to it. Maybe its useful.
Are slow rets for fun? I mean really, done 4 maps as alien, ignored all the time rets in human base. Its not even worth to blow, they block really good humans and their shooting stuff. I think rushing aliens will make rally fast matches, because default human layouts are perfect for dretchfeed.
I really miss hovel as hovelport. Maybe because I'm so used to it.
Some ideas.
Every alien type should favor some aspect of them.
Dretch profits from being small, hard to hit and if you dretchstorm, 1 bite is enough. Devise is: "Human is 1, we are many"
Basilisk should profit from being "invisible". Grabbing and moving to backside means humans wont see you. adv lisk poisons so humans have hard time to aim or in other words, they cant see you again so well. Slowing effect wont pass here. Some servers have adv lisk as invisible lisk - invilisk, for some short amount of time(4s in every 40 sec or so). Its really fun thing. Devise is "I can see you, you cant see me"
Mara is really agile. He can move so fast, that humans cant aim it. Mara zap wont match again, it will do damage and damage only. I think its should slow humans down, so mara agility can be more favored. Devise is "I'm faster then you and your bullets"
Goons are flying things, they do their blizattack and run away. Sniping works well here, because snipers too hit and run. Devise is "If you can hit me, my job is already done"
Tyrants are pure tanks. They cant swarm, they are big and everyone can see them, they are slower but they got really much health. "You can hit me so much as you like, human will die still first"
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I think they should add chatballoons :D
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hey metsjeesus fag, why dont you play real tremulous and stop playing on servers like A, M, T, and what not. Dretches were never meant to 1 hit KO. Those servers ruined trem imo, too many people playing that crap and not the real thing.
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I think they should add chatballoons :D
Yes. With text inside.
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hey metsjeesus fag, why dont you play real tremulous and stop playing on servers like A, M, T, and what not. Dretches were never meant to 1 hit KO. Those servers ruined trem imo, too many people playing that crap and not the real thing.
Dont get it wrong man. 1.2 dretches are way better then 1.1 ones on helmetless humans. 95+poison is way too much damage for evoless alien class.
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No way!
I think they should add chatballoons :D
Yes. With text inside.
NEVER!
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First one, nicely done. Played not much, but some experience what i got.
dretch damage is good. without helm, 2 headbites, or 1 head and 2 torso. It should be so, not instadeath like on 1.1. <-- (I'd make it marquee too if that was still here.)
hey metsjeesus fag, why dont you play real tremulous and stop playing on servers like A, M, T, and what not. Dretches were never meant to 1 hit KO. Those servers ruined trem imo, too many people playing that crap and not the real thing.
The hell are you talking about?
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Chatballoons are easy to add, they worked on Q3 and we have a patch made by Risujin for Tremulous.
I don't think they should show text too
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i must say i played it today but i dont like only one thing :(
why if i push attack aliens/humans attack one second later :( thats rly worse
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Chatballoons are easy to add, they worked on Q3 and we have a patch made by Risujin for Tremulous.
I don't think they should show text too
That are not chat balloons, but only icon above heads.
But anyway, it should be easy to implement with text inside, I have it in my plans.
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I just try gpp 1.2.
I think it is unfortunate to have to change the cg_fov of the dretch, it was the one good advantage that he possessed.
Please, for the final version, change the fov of the dretch to its old value, in this configuration you can't see the enemy when they are on the edge of the screen, I lost the handling of the dretch than I had acquired on the 1.1 !
Sorry for my english, i'm french with google translator :)
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Dretch FOV hasn't changed.
The only class that has a FOV change is the granger. It was changed to match the advanced granger's value.
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Hu ?
I have made screen :
Tremulous 1.2 Game play Preview, spawning dretch on ATCS :
(http://94.23.18.188/asche/gpp_screen/shot0000_1.jpg)
And now, Tremulous 1.1, spawning dretch on ATCS :
(http://94.23.18.188/asche/gpp_screen/shot0017_1.jpg)
How can you tell me that the fov is not changed ?
EDIT : After control, its the same thing for Human !
Gpp :
(http://94.23.18.188/asche/gpp_screen/shot0002_1.jpg)
Trem 1.1
(http://94.23.18.188/asche/gpp_screen/shot003_1.jpg)
All view have changed FOV, please develloper, fix that ! i can't play in good conditions !
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I KNEW something was different about that rifle.
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After another try :
I Hate play to tremulous with this too low FOV, i go back to 1.1.0 !
And, Dev please, modify the fov value for the final release ! like 1.1.0 !
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Or give the user the ability to choose his/her own FOV anywhere between the 1.1 and 1.2 values.
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After another try :
I Hate play to tremulous with this too low FOV, i go back to 1.1.0 !
And, Dev please, modify the fov value for the final release ! like 1.1.0 !
the fov hasn't decreased for anyone except for the 3 of you with 5:4 resolutions, *all* games preserve vertical fov relative to 4:3 monitors except trem, and now that has been fixed.
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the fov hasn't decreased for anyone except for the 3 of you with 5:4 resolutions, *all* games preserve vertical fov relative to 4:3 monitors except trem, and now that has been fixed.
You is telling me that I should play in 1024 * 768 ? and not in 1280 * 1024 (which is a resolution 5:4), but is suited to my screen ?
EDIT (gpp) : i have launch a map in 1024*768 (4:3) mode... its the same fov ?! > 1280(5:4) or 1024(4:3) = same fov
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He's telling you that the changes made to widescreen support fixed widescreen rendering the wrong FOV. Your FOV is now what everyone else's FOV is and was.
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Well I'm not ready to play was the true 1.2 if that's how.
So yes, you told me before the fov was a bug (which must come from quake 3 in this case is not it?) But the problem is that I'm used to having the fov "imperfect" of 1.1 .0, and now I can no longer play properly because I was not clear who the enemy is located on the edge of my field of vision.
Too bad Developers gentlemen, I like what you made but you will lose players, I hope that new players come on the 1.2, but in any case, trem for me it will be the 1.1 or nothing, because according me, 1.2 will be poor in terms of gameplay.
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I don't like the new building points queue, it just slows everything down -> camping
I like the renewed alien regen aura, though, it favours teamplay.
btw, I can't find a way to fix my bindings. Wallwalking should be toggled, but until I untoggle and reset it to toggled,
it doesn't work. I mean, as I stop pressing the key, it vanishes.
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Well I'm not ready to play was the true 1.2 if that's how.
So yes, you told me before the fov was a bug (which must come from quake 3 in this case is not it?) But the problem is that I'm used to having the fov "imperfect" of 1.1 .0, and now I can no longer play properly because I was not clear who the enemy is located on the edge of my field of vision.
Too bad Developers gentlemen, I like what you made but you will lose players, I hope that new players come on the 1.2, but in any case, trem for me it will be the 1.1 or nothing, because according me, 1.2 will be poor in terms of gameplay.
Chill Dude, they'll fix it so 1.2 works. It's just beta, give it time....
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btw, I can't find a way to fix my bindings. Wallwalking should be toggled, but until I untoggle and reset it to toggled,
it doesn't work. I mean, as I stop pressing the key, it vanishes.
That's a known bug from ioq3. People have been doing lots of trying to fix it. Hopefully gpp2 will be here soon to fix it.
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Someone discovered that if you turn cg_wwToggle to 0 and then back to 1 it'll work (presumably until you close Tremulous). Same thing with cg_sprintToggle.
Well I'm not ready to play was the true 1.2 if that's how.
So yes, you told me before the fov was a bug (which must come from quake 3 in this case is not it?) But the problem is that I'm used to having the fov "imperfect" of 1.1 .0, and now I can no longer play properly because I was not clear who the enemy is located on the edge of my field of vision.
Too bad Developers gentlemen, I like what you made but you will lose players, I hope that new players come on the 1.2, but in any case, trem for me it will be the 1.1 or nothing, because according me, 1.2 will be poor in terms of gameplay.
I think we'll manage without the one of you that refuses to play because he no longer has a slight advantage over everyone else.
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Well.
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I think he fails at trolling as too!
To me, the dragoon chomp range is a little too much. Perhaps you could scale it forward a couple units because you literally need to be touching the human in order to chomp it. (God have mercy on your soul if the human's diagonally away from you)
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Goon range seems to be a common complaint, but I just checked the git logs from the development branch: we've played with it at that value for (ahem), one week shy of two years. So I feel confident that everyone just needs to take the time to get used to it.
Now the increase in the goon repeat was much more recent, so if there really is anything wrong with the goon, that's more likely to be it.
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Norf, I have to say, discounting a major complain among many people just cuz its been like that for a while is kinda dumb.
Also, saying we just need to get used to it is somewhat counter to the earlier fact you pointed out: Its been around for 2 years, i think people would be used to it by now if they were gonna become used to it.
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Holy Hannah, Norf. You can't ignore such a common complaint. That's what 1.2 is trying to do. Fix the things people don't like. There's nothing wrong with the repeat if that's not what people are complaining about. And repeat and range are definitely not mistakable. An increase in repeat was actually good, I think, because people were complaining about the speed of the chomp, too (I mean, rants slashed faster >_>). In game (and I've spent a few hours, which I know isn't much, but it's enough to notice that..) there have been many complaints about goon, and many people actually called it completely useless. Of course, I've used it, and I think that pounce, the secondary attack, should be just that, the secondary attack. Chomp is relatively useless. But, hell, don't take my word for it. Take the community's.
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...we've played with it at that value for (ahem), one week shy of two years. So I feel confident that everyone just needs to take the time to get used to it.
Nice contradiction, dood. :D
o sprok
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the fov hasn't decreased for anyone except for the 3 of you with 5:4 resolutions, *all* games preserve vertical fov relative to 4:3 monitors except trem, and now that has been fixed.
That 3 includes me too I guess :( but how exactly was fov calculated before and how is it now???
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The old code assigned a fixed horizontal view angle and computed the vertical angle from the screen resolution:
fov_x = 2*45 degrees, fov_y = 2*atan(inv_aspect_ratio * tan(1/2 * fov_x))
The new code assigns a fixed vertical view angle and computes the horizontal angle from the resolution:
fov_y = 2*33.75 degrees, fov_x = 2*atan(aspect_ratio * tan(1/2 * fov_y)
This gives the following results :
ratio old fov new fov
4:3 90:74 83:68
5:4 90:77 80:68
16:9 90:59 100:68
I think the base value for the fov_y angle is wrong, it shouldn't be 0.75 * 45 degrees, but the angle should be chosen so that the tan() is 0.75 * tan(45).
Also in my opinion it would be better for fairness if the horizontal view was fixed and the vertical adjusted, but I also have a 5:4 screen, so I am obviously biased.
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This gives the following results :
ratio old fov new fov
4:3 90:74 83:68
5:4 90:77 80:68
16:9 90:59 100:68
I understand why this approach is better for the 16:9 screen.
But for all the others, no matter what, since we found this a really small fov !
Is it possible that he would make a code calculates the fov that adapts to the resolution selected by the user? to allow the person who has 4:3 and 5:4 screens to have the old feeling of the game ?
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It's not fun to play as aliens anymore. That'll drive new people away. People don't come to tremulous thinking, "Wow, I get to shoot at aliens as a human with cool guns. I've never seen that before!" They come to tremulous thinking, "Wow, look at all these unique alien classes, each with its own set of skills and quirks, and I can get better and pwn with nearly every one of them with practice. I've never seen that before!"
Keep trem alive = keep honing that 1.2!
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... but I also have a 5:4 screen, so I am obviously biased.
So we found the 3rd one!
edit: I also agree that horizontal should be fixed, as that's what matters in most games. Or it could depend on both? Maybe I should start playing in windowed mode with 1280x400...
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I'm also on 5:4, but I always play windowed so never noticed.
I've now changed my 1024x768 window to 1280x768. Lets see how it works out.
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Norf, I have to say, discounting a major complain among many people just cuz its been like that for a while is kinda dumb.
Also, saying we just need to get used to it is somewhat counter to the earlier fact you pointed out: Its been around for 2 years, i think people would be used to it by now if they were gonna become used to it.
Holy Hannah, Norf. You can't ignore such a common complaint. That's what 1.2 is trying to do. Fix the things people don't like.
Allow me to explain.
I'm not ignoring the complaints, and believe it or not I do listen to people. But if a long time goes by without me feeling the need to change something, and also without hearing very many complaints it, then it's going to take that much more to convince me that a change is actually necessary. For example, no one is going to convince me to change the turret spinup time; new turrets were I think the very first thing we did after 1.1 and the overwhelming majority of players have had no problem with it.
But given that the subset of people that played on the dev server for the past two years seem to have gotten used to the chomp range (so much so that I felt the need to further weaken it by increasing the repeat), I'm not going to be strongly persuaded by people that are still adjusting to it. In other words, it might not be something people dislike after playing for more than one week. If it is, then I'll take it under consideration. Is that really so dumb?
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Some ideas.
Every alien type should favor some aspect of them.
Dretch profits from being small, hard to hit and if you dretchstorm, 1 bite is enough. Devise is: "Human is 1, we are many"
Basilisk should profit from being "invisible". Grabbing and moving to backside means humans wont see you. adv lisk poisons so humans have hard time to aim or in other words, they cant see you again so well. Slowing effect wont pass here. Some servers have adv lisk as invisible lisk - invilisk, for some short amount of time(4s in every 40 sec or so). Its really fun thing. Devise is "I can see you, you cant see me"
Mara is really agile. He can move so fast, that humans cant aim it. Mara zap wont match again, it will do damage and damage only. I think its should slow humans down, so mara agility can be more favored. Devise is "I'm faster then you and your bullets"
Goons are flying things, they do their blizattack and run away. Sniping works well here, because snipers too hit and run. Devise is "If you can hit me, my job is already done"
Tyrants are pure tanks. They cant swarm, they are big and everyone can see them, they are slower but they got really much health. "You can hit me so much as you like, human will die still first"
I like this. I agree marauder should have a slowing attack, not lisk. Lisks revel in terror and confusion, their special ability should match. Lisk disorienting gas is cool. But i think it should maybe have something to hide from radar for a short amount of time? Basilisks really shine when you can stealth.
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Norf, I have to say, discounting a major complain among many people just cuz its been like that for a while is kinda dumb.
Also, saying we just need to get used to it is somewhat counter to the earlier fact you pointed out: Its been around for 2 years, i think people would be used to it by now if they were gonna become used to it.
Holy Hannah, Norf. You can't ignore such a common complaint. That's what 1.2 is trying to do. Fix the things people don't like.
Allow me to explain.
I'm not ignoring the complaints, and believe it or not I do listen to people. But if a long time goes by without me feeling the need to change something, and also without hearing very many complaints it, then it's going to take that much more to convince me that a change is actually necessary. For example, no one is going to convince me to change the turret spinup time; new turrets were I think the very first thing we did after 1.1 and the overwhelming majority of players have had no problem with it.
But given that the subset of people that played on the dev server for the past two years seem to have gotten used to the chomp range (so much so that I felt the need to further weaken it by increasing the repeat), I'm not going to be strongly persuaded by people that are still adjusting to it. In other words, it might not be something people dislike after playing for more than one week. If it is, then I'll take it under consideration. Is that really so dumb?
I created a test server where the goon range was changed to 80.0f. You still had to be quite close to make a hit, but it was MUCH easier and much more fun, though, it was still quite easy for the human to own the alien, especially with dodge, which, I am assuming, is not the goal.
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I just played a game where the humans had 4 players and the aliens had 10. Humans won. They are just too incredibly overpowered. Built a single turret in the right spot, and you've won the game. Nobody can kill it, because it rapes too hard. Sure, a tyrant might come along, but then someone just fires their Uberfast luci at it, instant kill. Or perhaps a dretch storm approaches. All I need is my Uber accurate chaingun (what?) and rape them all. Or maybe every now and then an adv marauder will charge us, hoping to use its increased lightning ability! OH NOEZ! I simply swap out for a pulse rifle. Pulse rifles? I thought they had their ammo reduced? Yes, they did, but they also had a change to the way they fire, making their bullets much quicker, making it easier to kill the marauder in 2.5 seconds. But wait? What about the aliens? I could dretch, but I can't do much with that. Theirs the basi, with its new healing ability. But thats really only useful if I want to heal the other team members, any human now sees the basi as a threat and kills it first. Marauders are good, if I want to get luci/pulse-spammed. And the dragoon has been nerfed, so its slightly less useful. OH WAIT, THE EVER HANDY TYRANT! Nop. Nerfed hp, nerfed range. But wait, it has an added trample! But thats only useful if the human does just keep sprinting and side-dodging. Otherwise you cant even get close without the Uber MD's killing you. I am thoroughly dissapointed. Although, it was REALLY fun to play as humans.
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tl;dq
I disagree. I don't like a lot of the alien changes, but I find it much easier to play a good 'goon and 'rant. In fact, I almost always get my evos back plus a few extra if I go 'rant. Trample is incredible. The new 'goon has a wonderful pounce. Of course, I think they should primarily use their primary attacks, but whatever. Basis are wonderful. It's easy to get killed, but they're support classes anyway, and don't belong on the frontlines. With the new luci speed, I've dretched plenty of lcannoners. I find it much easier to get killed on aliens than it is to kill on humans, but I guess that's a bit of a skill difference. That being said, I usually lead or at least am third or fourth (I'm talking 10+ players per team) on the alien scoreboard. Human bases, though, are incredibly difficult to take out as aliens, and it requires coordination and SD, in my [limited] experience. A few games, though, we were succesfully rushed by hummies, only to relocate two or three times, and proceed to win the game. Aliens are surprisingly flexible when it comes to bases, even with the new BP system (though I prefered it before).
Perchance the DC should increase the rate that BP returns to humans, and a structure (:hovel:) could increase the rate for aliens?
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I WANT 2 THINGS!!!
1) The human dodge ability: Double tapping the left/right/back key to dodge (now we have to hold down an extra key). I want this a lot.
2) HUD: The ally status (location, weapon,..) list in the left upper corner takes too much screen, I want it like smaller and closer to the corner.
Thank you.
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I WANT 2 THINGS!!!
1) The human dodge ability: Double tapping the left/right/back key to dodge (now we have to hold down an extra key). I want this a lot.
AFAIK, due to engine restrictions, this is impossible, or require a big code overhaul.
2) HUD: The ally status (location, weapon,..) list in the left upper corner takes too much screen, I want it like smaller and closer to the corner.
Think of GPP as 1.2 lite. In other words, we don't get all the fancy stuff, just the basics. I'm sure we'll be able to choose where to place the teamoverlay (we can already choose whether or not we want to see it). I imagine opacity and size may also be adjustable, though I'm just speculating using what I know of HUDs.
Thank you.
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Double tapping will probably be possible with TF scripting. Every time you press left/back/right a check is made to see whether x is 0 or not, if yes, set x 1 and start a delay to set it back to 0; if it is already 1, dodge.
bind a "+moveleft;vstr cfg_dodgeCheck"
set cfg_dodgeX 0
set cfg_dodgeCheck "if cfg_dodgeX = 1 cfg_dodge cfg_dodge2"
set cfg_dodge "+button8;delay 50 -button8"
set cfg_dodge2 "set cfg_dodgeX 1; delay 300 set cfg_dodgeX 0"
Anyone want to test this on 1.1 mgdev? note: I might have mixed up something like +button8 or 6??? Whether it needs + and then - etc...
I guess I'll make a general double tap script with alias and arguments that can be used for anything. "bind x cmd 300 cvar" where cmd will be the aliased command, 300 will be the max delay, and cvar is what will be vstrd if double tapped... should be easy.
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tl;dq
I find it much easier to get killed on aliens than it is to kill on humans, but I guess that's a bit of a skill difference.
This will dive away new players, like I said earlier. An easy solution is to make alien kills worth less, or require more for the next stage.
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tl;dq
I find it much easier to get killed on aliens than it is to kill on humans, but I guess that's a bit of a skill difference.
This will dive away new players, like I said earlier. An easy solution is to make alien kills worth less, or require more for the next stage.
Can easily be set in the individual server configuration.
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Double tapping will probably be possible with TF scripting. Every time you press left/back/right a check is made to see whether x is 0 or not, if yes, set x 1 and start a delay to set it back to 0; if it is already 1, dodge.
bind a "+moveleft;vstr cfg_dodgeCheck"
set cfg_dodgeX 0
set cfg_dodgeCheck "if cfg_dodgeX = 1 cfg_dodge cfg_dodge2"
set cfg_dodge "+button8;delay 50 -button8"
set cfg_dodge2 "set cfg_dodgeX 1; delay 300 set cfg_dodgeX 0"
Anyone want to test this on 1.1 mgdev? note: I might have mixed up something like +button8 or 6??? Whether it needs + and then - etc...
I guess I'll make a general double tap script with alias and arguments that can be used for anything. "bind x cmd 300 cvar" where cmd will be the aliased command, 300 will be the max delay, and cvar is what will be vstrd if double tapped... should be easy.
I must praise you now.
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I played on dev.tremulous.net and fount the turrets too weak. Spinup is okay and so, but their turning should be either made faster, or their firepower increased. I could take down all turrets of a base easily with a single tyrant, I could not do that in 1.1, a single turret I could even take down with a granger... I dont know if other people experienced the same, but imo there needs to be a bit of finetuning done here.
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A single turret is an easy kill.
But if the base is half decent then your tyrant will be dead long before you kill even one.
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Maras rape bases in Nano because they're so erratic in their movements, they can get 'rets to lose their lock on them, and proceed to have people pulse the armory. -.-
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altfire for the weapons is interesting, they would be useful in any situation(each one with its advantages and disadvantages), it would add more diversion to the game.
some ideas(some is from tremx, with some modifications.)
new weapon:
rocket laucher - Cost: 500, s3, Primary Attack > rockets, medium damange and good splash. Secondary Attack> grenade laucher, best used in close quarters.
new itens for humans:
cloak(partially invisible, visible for radars).The cloack may not be used in conjunction with the Battery Pack, ammo pack, biokit, Battlesuit and Jet Pack.
ammo pack non energy weapons.
biokit regens stamina and HP
battlesuit can be used in conjunction with Battery Pack or ammo pack.
also it is interesting to improve aliens.
example:
-add adv Dretch(this alien can use Pounce)
-basilisk invisible if stays still OR BOOSTED(partially invisible, visible for radars)
-Marauder throws barbs
-tt can devour, Ingests one human at a time. Excellent at taking a Battlesuit from the game. If the tt is killed before digestion is done, the human is saved. Gives health to the tt. the tt it cannot Trample before digestion is done.
or tt can devour human's heads(human beings with 30% of life or less, Gives health to the tt)
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stop right there! you want to completely modify trem! It wont be trem with your ideas! no way hosea
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you played tremx?korx?
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yea and its not trem like trem isn't Q3
were do you shoot a rocket launcher in trem maps! lol
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some weapons of tremulous are based on quake3's weapons.
exemple:
Gauntlet = painsaw
Machine Gun = rifle/chainguin
Shotgun = Shotgun(duh)
Plasma Gun = pulse rifle
Railgun = mdriver
Lightning Gun = lasgun
The BFG = Lcannon
but, these weapons had been adapted for tremulous, Rocket launcher and Grenade Launcher in the game could be interesting.
my suggestion would be 2 weapons in one(primary fire = rockets, secundary = grenades).
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Rocket launcher would be basically another luci really...
Although, I have thought at times a nade launcher would be neat, but I don't think it would balance well...
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Rocket launcher would be basically another luci really...
not really. give it a "Lock-On" feature and make it a little slower or a spread feature would be cool too(shooting like 5 out at once covering more area).
be interesting to have laser tripmines that could be disabled with a granger blob also proxy mines that damage everything that isnt a tyrant.
there is alot of ideas for humans not much for aliens maybe a flying alien wouldn't mind 1-2 aliens that can shoot maybe a predator style alien with 50 hp that can shoot lasers and costs the same as a rant.
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Rocket launcher would be basically another luci really...
chaigun and lgun be basically another rifle really ;)
there is alot of ideas for humans not much for aliens maybe a flying alien wouldn't mind 1-2 aliens that can shoot maybe a predator style alien with 50 hp that can shoot lasers and costs the same as a rant.
hum, i dont like predators in tremulous, tremulous is more smililar a starship trooper :P.
the flying alien is a good idea.
exemple:
flying alien.
primary attack: long range barbs, good to suport others aliens, and to attack flying humans.
secunrady attack: bite (close range).
adv flying alien.
Activate Upgrade > fire a blob of adhesive spit at any human in their line of sight, freezing them in place, like a Trappers.
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I'd say, with weaker rants in 1.2... Shouldn't we lower the nade damage?
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Turn unlagged off.
Bring back unalgged off on EU server plz.
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more suggestions:
Dretch:
* model scale increased 1 -> 1.2 < easy to hit, in 1.1 it is not easy to make right, also is not very difficult(if you to use the correct weapons).
Dragoon:
*can no longer bite while pouncing < it would be better to reduce the damage, pouncing would be useful only the long range.
advanced Dragoon:
*barb changes < overpower, the barbs in 1.1 is fine : )
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Humans:
Lucifer Cannon
* primary fire
o projectile speed increased 350 -> 700 < overpower, of the one not to use luci as shield.
o max charge time increased 2000 -> 3000 < more damange? its ok : )
* secondary fire
o damage increased 27 -> 30
o projectile speed increased 350 -> 1400 < much speed, reduce this(600 is fine?)
o repeat increased 500 -> 1000 < no, i like the fast fire : D
some players like the 1.2 luci, others prefer of the 1.1.
my suggestion, improve a lucifer cannon from 1.1, and make a new weapons(rocket laucher?) to substitute luci of the 1.2( but, it would have the reduced damage,and would shoot grenades in the secondary fire).
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more suggestions:
Dretch:
* model scale increased 1 -> 1.2 < easy to hit, in 1.1 it is not easy to make right, also is not very difficult(if you to use the correct weapons).
MODEL and HIT-BOX are different. They are both exactly the same size in terms of the HIT-BOX (the rectangular prism surrounding the model determining whether your shot is hit or miss).
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o max charge time increased 2000 -> 3000 < more damange? its ok : )
Dude, Tyrants have 350 hp and they regen pretty slowly. If they increase lucy damage a single human would be able to defend a base from a rush... well, he already can do it.
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o max charge time increased 2000 -> 3000 < more damange? its ok : )
Dude, Tyrants have 350 hp and they regen pretty slowly. If they increase lucy damage a single human would be able to defend a base from a rush... well, he already can do it.
they only regen slowly when everyone wants to killwhore instead of someone going adv lisk or granger and heal ppl
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o max charge time increased 2000 -> 3000 < more damange? its ok : )
Dude, Tyrants have 350 hp and they regen pretty slowly. If they increase lucy damage a single human would be able to defend a base from a rush... well, he already can do it.
So your rushes include coffee breaks for healing?
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playing the 1,2, I saw some things:
-where it is the kill console?
ALIENS:
-Dretchs and balistics are easy to kill(adv balistics is "usable").
-Marauder is a little weak.
-adv.Mara1's zap are fine, but, slash does not possess much utility.
-Dragoons they are not more useful,adv. dragons also.
-tt is not one kill machine(i like the tt from 1.1)
Humans.
Painsaw- fine
rifle- more stronger(aliens is weakker)
shotgun - easy to hit
lasgun - not more useful, compared with other weapons.
Mass Driver - it changed little thing
Chaingun - a little stronger
Flamethrower - fine
Pulse Rifle - overpowerd with rapid bullets, good in all situations(i like the slow Pr, good in close range, from trem 1.1, is better to have a little more than damage)
Lucifer Cannon- i dont like the new LC, in 1.1, LC is a close/medium range weapon, in 1.2 LC is good in all situations.
Light Armour- no longer reduces the stamina taken by sprinting(it is more easy to run with an armor?)
Battlesuit - ok, but, is stronger, compared with aliens that they are weakker.
Turret - more stronger
Tesla - weakker
dodge - the human beings are well stronger, army of a one man(like a rambo).
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Teslas are weaker?
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So your rushes include coffee breaks for healing?
No, but you already get very low hp with a single lucy shot (wich also hits your mates - splashdamage) and he wants to increase its damage... I think it's a bad idea.
I'm not saying that we should stop while rushing. But if we get lowered HP, we get more damage from rets AND you want to increase lucy damage... = overpower. I'm not criticizing the 1.2 balance changes, I'm talking about his ideas.
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Tesla
* range reduced 250 -> 150
* damage increased 9 -> 10
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tesla is a human Barricade, not a defensive turret.
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mroe suggestions:
Battlesuit - is stronger, how to fix it? simple, Players are also prevented from dodge while wearing Battlesuits(more realism and balance).
blaster - stronger for a basic weapons, suggestion? simple, finite ammo(exemple: 12 cells per clip and 4 extra clips )
new item > Light Helmet(protection against poison, it does not possess radar)
if the ammunition of blaster finish? melee weapons : ).
exemple:
no armour uses punch(3 damange), like a classic doom.
Light Armour uses knife ( 6 damange)
Battlesuit uses Energy Claws( 9 damange )
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mroe suggestions:
Battlesuit - is stronger, how to fix it? simple, Players are also prevented from dodge and sprinting while wearing Battlesuits(more realism and balance).
blaster - stronger for a basic weapons, suggestion? simple, finite ammo(exemple: 12 cells per clip and 4 extra clips )
new item > Helmet
if the ammunition of blaster finish? melee weapons : ).
exemple:
no armour uses punch(3 damange), like a classic doom.
Light Armour uses knife ( 6 damange)
Battlesuit uses Energy Claws( 9 damange )
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no.
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Battlesuit - is stronger, how to fix it? simple, Players are also prevented from dodge while wearing Battlesuits(more realism and balance).
without dodge it is not even as useful as helm+armor
blaster - stronger for a basic weapons, suggestion? simple, finite ammo(exemple: 12 cells per clip and 4 extra clips )
blaster damage was changed 9->10, and the point of it is unlimited ammo...
new item > Light Helmet(protection against poison, it does not possess radar)
headshot damage was reduced already.
if the ammunition of blaster finish? melee weapons : )....
basically to fix a problem you just created, except melee + humans just doesn't mix, because they are slow and alien melee has longer range+damage.
I wonder how many more ideas will be posted before 1.2 is released.
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without dodge it is not even as useful as helm+armor
in 1.2, helm+amor is not much useful(Battlesuit is stronger, i dont like the Bs:battlesuit: invasion :-\)
blaster damage was changed 9->10, and the point of it is unlimited ammo...
stronger for a basic weapons :(
headshot damage was reduced already.
its another type of helmet(useful if the poison of aliens will be giving problem), does not possess much defense( price: 70 credits?)
basically to fix a problem you just created, except melee + humans just doesn't mix, because they are slow and alien melee has longer range+damage.
melle is a very basic weapon, like a granger's barbs(very basic long range weapon).