Tremulous Forum

General => Feedback => Topic started by: wolfbr on February 07, 2010, 03:52:53 pm

Title: humans weapons and aliens classes
Post by: wolfbr on February 07, 2010, 03:52:53 pm
about 1.2.
seems to be balanced, but still think it needs some adjustments:

exemple: humans weapons> some weapons are powerful considering that the aliens are weaker, especially using teamwork

i have some suggestions.

-------------
HUMANS:

-painsaw> add overheating bar.
reason> helps reduce "crazy psaw", and this weapon is very powerful considering the price.

-rifle> add more spread reduce the efficiency in medium/long distance, and add 2x scope(for long range,less spread and and movement).
reason> currently is very effective as a free weapon,

-shotgun> the 1.1 shotgun is fine to me.
reason>in 1.2 is easy to hit, basically nob weapon.

-lasgun> add ammo clip and some spread exemple> 30/40 cells per clip, fast reload(like a half life'S 2 AR2), and add 4x scope(for long range,less spread and and movement) .
reason> no reload and accuracy makes this a very powerful weapon,I believe that my suggestion help to reduce in "bullet spam".

-Mass Driver> the the 1.1 Mdriver is good in 1.2(and add 4x/8x scope).
reason> strong in 1.2, the aliens are weaker.

-chaigun> add overheating bar or a ammo clip sizes of 100 and some spread.
reason> the 1.2 is good against small aliens, would be improved rifle, the Flamethrower already has the function of killing small aliens, and the clip size or overheating bar help to reduce in "bullet spam.


-Flamethrower> hum, nice, but, yet it is easy to cause damage to yourself and allies.
my idea>reduce splash damange
reason: prevent to burn youself, splash damange is only high in impact..(like wolfet's flamer)

-Prifle> the speed is good, but, strong. add some spread(this gun would be useful in short/medium distances).
reason> the gun would be more balanced.

-Lcannon> i like it, but, i like the old lcannon, could be interesting to have 2 lcannon(close and long range), I do not like the secondary fire of the 1.2 lcannon, one suggestion for 1.2 Lcannon> The Secondary Attack button fires energy grenades, By holding down the Secondary Attack, a player may charge up a powerful(grenades explode after a few seconds, not in impact),the longer you charge, the longer it will take to explode.

-blaster> Finite ammo, and add a ammo clip sizes(10/20, depends on the reload time) and some extra clips may be carried at a time.
reason> reduce in "bullet spam"., and make this more a basic weapon

-new weapons-melle weapon(exemple: knife)>  damange: 15/20 p/slash (depends on the rate of fire).
reason> Last ditch weapon when humans run out of ammo or want to conserve it.

Battlesuit> very powerful in 1.2, need some change to be balanced. exemple: remove dodge/sprint or both, or slow walking,or reduce defense...
bs currently the only improves a weapon(chaigun), would be interesting to upgrade the other weapons(exemple: reduce spread, fast reload, reduce overheating...).

stamina> most movements consume stamina(walk, aiming(secunrady fire), fire, reload...(well, almost everything),but, some movements consume less, others consume more.
stamina is fully recharged in medstation, or can stand(slow regeneration).
reason> more realism, and, help in balance, and humans will think before wasting energy(Agility is a characteristic of the aliens, not humans).

aiming system> would be interesting if the aim was similar to games like couter strike, urban terror, fear, wolfet..
that the longer you hold the fire button, you will have less precision(indicated by the contracting crosshairs),All auto weapons have reduced accuracy when firing(auto,semi-auto) or moving(auto, semi auto),All weapons have some loss of accuracy when they are fired by a moving shooter(This is especially true of the semi-auto weapons).

resupply time >currently, when the human is in the armory, ammunition reloads instantly.
my sugestion> take a while to be resupply ammunition(resupply time), like a Medistation.
Humans could not keep reloading all the time, and then to recharge, would have a time to re-check, Until this timer expires, you cannot buy more ammo or other weapon.

reason: prevent camping, humans have to learn to economize ammunition(reduce spread).

Turret- add more range and some inaccuracy and reduce the damage.

but in consequence of the bases would be more open, would not be easy target for advmaras, the towers could have less resistance, and gons and tt would be more useful.
the towers could support long distance (reapeler + 2 turrets), the shots were just a little slow, allowing the dodge in long-distance and small aliens could easily get closer to the towers depending on the situation.

reason: its more for fun factor  ;D

----
would be interesting if humans earned a new weapon(grenade launcher?,laser?<t he laser cut through the aliens, may cause damage to several aliens).

ALIENS:

all aliens evolve as dretch, and take a few seconds for the aliens evolve(aliens should seek a safe place to evole smoothly, or have support from an ally)

-Granger>

regular
    * can also wallwalk(granges currently are not very useful/funny in s1)

Advanced
    * finite barbs(like a agoon),would prevents battlegranges, Up to three of these barbs may be held in reserve and they regenerate automatically over time.

Egg(like a Repeater, but, may be built in proximity to a Overmind)
    * zone build points
          o Egg provide a pool of 20 local build points that can be used in their power zone.

reason>the new egg prevents battlegranges.

-Basilisk and advBasilisk>
    *basilisks invisible if stays still OR BOOSTED "or" by lobbing small projectiles with the Activate Upgrade button(limited barbs, like a advgoon).
reason> one of these ideas couldimprove team work, basilisks are a ninjas, a basilisk can hardly kill more than one human at a time

-Dragoon>
    *throws barbs (3), but, the damage is more less compared to agoon.
reason> dragons are not very helpful at 1.2, that could help them improve.

--Overmind> when destroyed, cancels the ability of regeneration of aliens.
reason> in sudden death, aliens have a great advantage over the humans, they can regenerate, and do not need any structures for that, besides not need ammunition. I believe that would be more balanced and fair.

add a new alien class, Spitfire(original idea of korxmod)> a flying alien.

-regular:
primary fire = medium range barbs(low damange, medium fireinterval, but, its good to kill in long range or suport others aliens class, or vc jetcampers).

secundary fire = speed boost(like a tt) while flying( Hold down Secondary Attack briefly then release )tton while moving forward to charge up, then release to run at high speed for a short time(cause damage to enemies, like a tt).

-advanced:
primary fire = long range barbs(medium damange,slow fireinterval)
secundary fire = speed boost
Activate Upgrade = can spray a bust of flame(like a dragon : D)

Mara and advmara> add a double jump(good for climbing walls, or to dodge attacks)
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 07, 2010, 04:49:23 pm
Wow. Do you have a way of justifying these changes?
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 07, 2010, 06:03:06 pm
I put the reason for all the changes, the difference that I specified a little more now, maybe now you understand
Title: Re: humans weapons and aliens classes
Post by: Haraldx on February 07, 2010, 06:30:55 pm
Battlesuit too pow... POWERFUL??? I once asked a whole server do you preffer battle suit or normal armour? guess what they answered? most of people said normal armour, reasons - It is big, can't go thru every-where where a normal armoured human can, can't crouch, can't take jet-pack or batpack, it hasn't that good defense, it can be killed by 3 bites with dragoon. I personaly think it's under-powered. Battle suit can't do almost anything, and you are suggesting making him slower and unable to sprint? wtf are you thinking about? if so then reduce the cost to 200 credits, or else nobody will take the battlesuit at all.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 07, 2010, 07:06:29 pm
Battlesuit too pow... POWERFUL??? I once asked a whole server do you preffer battle suit or normal armour? guess what they answered? most of people said normal armour, reasons - It is big, can't go thru every-where where a normal armoured human can, can't crouch, can't take jet-pack or batpack, it hasn't that good defense, it can be killed by 3 bites with dragoon. I personaly think it's under-powered. Battle suit can't do almost anything, and you are suggesting making him slower and unable to sprint? wtf are you thinking about? if so then reduce the cost to 200 credits, or else nobody will take the battlesuit at all.

at 1.1 TT is the tank, at 1.2 bs is the tank, i dont like it, in 1.2 bs+chaigun/lcannon are very strong, using the bs, is possible to kill a large amount of aliens easily,.
in 1.1, the amount of bs+chaigun and light armor+bpack are equivalent, in 1.2 the most choose to Bs+LCannon.
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 08, 2010, 03:55:19 am
The Battlesuit is much more powerful than in 1.1 it seems. I believe a slowdown is in order, for it's general walk speed. I think the other sugg's are unjustifyably complicating.
Title: Re: humans weapons and aliens classes
Post by: Winnie the Pooh on February 08, 2010, 05:22:02 am
The Battle-Suit's non-locational damage has been changed:

Old Damage Modifier: 0.2

New Damage Modifier: 0.221875

And the size of it's head hitbox has increased slightly from 0.2 to 0.27

All other things are the same, so I really don't know what you're talking about.

Edit: And the viewheight has been increased a bit. Not like it makes a statistical difference.
Title: Re: humans weapons and aliens classes
Post by: jit on February 08, 2010, 06:58:13 am
you seem fond of adding scopes to the human weapons haha. scopes would be nice. i dont see myself using them a lot but why not right? i think grangers should have that infinite amount of spit. it gives them the chance to slow down a human and allow them to run.
Title: Re: humans weapons and aliens classes
Post by: Silver on February 08, 2010, 01:37:54 pm
The Battle-Suit's non-locational damage has been changed:

Old Damage Modifier: 0.2

New Damage Modifier: 0.221875

And the size of it's head hitbox has increased slightly from 0.2 to 0.27

All other things are the same, so I really don't know what you're talking about.

Edit: And the viewheight has been increased a bit. Not like it makes a statistical difference.

I don't think it's the suit itself, I think it's the weapons.  Human weapons and forward bases have made suits a lot more practical.  In 1.1 you were better off with a helmet since weapons were less effective than they are in 1.2 especially at close range. 

You have to consider alien regen too, you could expect an alien to fight and lead corners in 1.1 in 1.2 they can't unless they have enough lisk support.  Because of that BattleSuit is a lot stronger.  Chainsuits were already terrorizing enough in 1.1 if there weren't enough rants to counter them but in 1.2 they are especially deadly.  Since a rant that is really good at trample is the only thing that can touch them and with lower hp/terrible range rant's aren't nearly as much as a threat to them. 

So basically, the combination of alien nerfs and human OP's made BSuit OP.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 08, 2010, 02:51:09 pm
you seem fond of adding scopes to the human weapons haha. scopes would be nice. i dont see myself using them a lot but why not right? i think grangers should have that infinite amount of spit. it gives them the chance to slow down a human and allow them to run.

about barbs, 3 barbs is enough for self defense.

about acog/scopes, this idea seems to be originally from devs:
http://janvanderweg.com/pics/tremulous/pulserifle2_ig1.jpg
http://janvanderweg.com/pics/tremulous/rifle_mzf.jpg
http://janvanderweg.com/pics/tremulous/mdriverig5.jpg
http://janvanderweg.com/pics/tremulous/lgunig1.jpg

so I thought I should have some useful (and not just as "decoration")

exemple:
for rifle/prifle:
http://www.incrysis.com/wiki/images/e/e6/Reflex_reticle.jpg

for lgun/mdriver:
http://stringofthoughts.files.wordpress.com/2009/04/aw50-scope.jpg

Title: Re: humans weapons and aliens classes
Post by: Haraldx on February 08, 2010, 04:15:44 pm
I personaly think that Massdriver should mark aliens and humans when zoomed in. Something like this - http://www.clipser.com/vimages/45c48cce2e2d7fbdea1afc51c7c6ad26/a5bfc9e07964f8dddeb95fc584cd965d/d785bf9067f8af9e078b93cf26de2b54d31.jpg

Yes that is BF2 and that is an actual screen when Anti-air devices lock on air vechicles. I am not suggesting lock on, but marking the aliens with red cube, but humans with blue circle.
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 08, 2010, 08:05:35 pm
I think humans should have a buildable that adds a minimap to the hud, similar to Warzone 2100. If it's destroyed, they lose minimap. The act of moving your gunsight over an alien should mark that alien on everyone's minimap for a limited time, battlfield style.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 08, 2010, 08:51:06 pm
the conzul's and haraldx's ideas are fine to me.
but,
------

one thing I dislike, the tremulous, it is easier to learn to play the human, some of my ideas can make life difficult for anyone who plays in human.

more ideas for humans:
most movements consume stamina(walk, aiming(secunrady fire), fire, reload...well, almost everything),but, some consume less, others consume much more.
reason> more realism, and, help in balance, and humans will think before wasting energy(Agility is a characteristic of the aliens, not humans).
Title: Re: humans weapons and aliens classes
Post by: StevenM on February 08, 2010, 08:55:58 pm
how does adding a scope to nearly every weapon constitute to making humans more difficult. you are stupid. not only would adding scopes to various weapons make it easier, itd encourage camping.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 08, 2010, 09:17:19 pm
how does adding a scope to nearly every weapon constitute to making humans more difficult. you are stupid. not only would adding scopes to various weapons make it easier, itd encourage camping.
not because humans have to learn to switch the types of attack(primary/secundary-close/long-fast/strong..), something that the aliens are already.
Title: Re: humans weapons and aliens classes
Post by: Winnie the Pooh on February 08, 2010, 09:31:02 pm
Human weapons and forward bases have made suits a lot more practical.

May I point out that Alien Boosters and forward bases have made Tyrants a lot more practical.

In 1.1 you were better off with a helmet since weapons were less effective than they are in 1.2


Look, that's pretty slanted of you to say that. You can't just make generalizations like that.

especially at close range.

Okay, you can't just come in here and say that weapons are less effective at close range. You're talking about all the weapons in general? STOP with the generalizations please.

You have to consider alien regen too, you could expect an alien to fight and lead corners in 1.1 in 1.2 they can't unless they have enough lisk support.


If you mean "fight" as in "A quick skirmish that ends up in either player dead in a couple seconds" then it is definitely possible for Aliens to win.

If you mean "Fight" as in "Holding a front at the corner" that's what forward bases are for.

Basilisks are always used AFTER the skirmish, not during. If no basilisk is available, run.

Because of that BattleSuit is a lot stronger.

Not really, I just explained why not.

Chainsuits were already terrorizing enough in 1.1 if there weren't enough rants to counter them but in 1.2 they are especially deadly.

Couple things: Chainsuits are supposed to be powerful. Remember that.

Next, I'm surprised that you of all people would say that Tyrants are the only thing that can counter a chainsuit. Really, an Adv. Goon or even a plain old, normal marauder can. The Chaingun's weakness is it's spread and it's low damage per shot.

Meaning that you have to be moderately close (if it's a small target) and you have to keep shooting it for a longer period of time. So fast-moving marauders can do the trick because of that.

Since a rant that is really good at trample is the only thing that can touch them and with lower hp/terrible range rant's aren't nearly as much as a threat to them.

I'm not sure how you can say that. Headswipes with a rant are as deadly as ever, and if you're not close enough you can charge them. And charging a battle-suit into a wall is equal to instant death.

So basically, the combination of alien nerfs and human OP's made BSuit OP.

So basically, the combination alien changes and human changes have made them roughly equal. Depending on skill level, and the map and other details.
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 09, 2010, 09:12:06 pm
Lol you suggest making stamina drain for every action. Heh, that'll really help stop the camping situation.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 10, 2010, 01:30:07 am
Lol you suggest making stamina drain for every action. Heh, that'll really help stop the camping situation.
see it:
http://www.youtube.com/watch?v=SIMxucDbjjY&feature=related
when the soldier is walking, the stamina drain very slowly, but, for other movements, it drains more.
else, the new build system prevents camping.
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 12, 2010, 05:18:47 pm
I think it's an UN-needed complication. Why you try to complicate things?
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 14, 2010, 02:00:10 pm
now it is easy to play with human, so most choose to play in human, and learn to play a human is much easier than learning to play alien, not complication.
both sides might like this idea, and the game would be more balanced(at 1.2 since the aliens are weaker).

Title: Re: humans weapons and aliens classes
Post by: ShadowNinjaDudeMan on February 14, 2010, 06:25:42 pm
Knives would be utterly useless unless they "shoved" aliens away from you as well as hurt them.

This would perhaps buy you precious little time to escape.
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 14, 2010, 09:27:26 pm
I would like some kind of rifle butt hit, like from Halo. Knockback mainly, enough so that you could play baseball with dretches if invincibility were turned on.
Title: Re: humans weapons and aliens classes
Post by: Demolution on February 14, 2010, 09:38:15 pm
http://www.youtube.com/watch?v=lpjDaDAchdM
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 16, 2010, 04:09:13 pm
Yes, like that, except with the rifle butt.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 18, 2010, 04:19:06 am
knife was basically a gun, when there is no better alternative, however, could be useful sometimes(vs  :basilisk: grab, or in tight spaces, a gon/tt are attacking your base, and comes close to a stab, vs  :dretch:...).

other idea:
aiming> would be interesting if the aim was similar to games like couter strike, urban terror, fear, wolfet..
that the longer you hold the fire button, you will have less precision(indicated by the contracting crosshairs),All auto weapons have reduced accuracy when firing(auto,semi-auto) or moving(semi auto),All weapons have some loss of accuracy when they are fired by a moving shooter(This is especially true of the semi-auto weapons).
Title: Re: humans weapons and aliens classes
Post by: StevenM on February 18, 2010, 05:25:34 pm
knife was basically a gun, when there is no better alternative, however, could be useful sometimes(vs  :basilisk: grab, or in tight spaces, a gon/tt are attacking your base, and comes close to a stab, vs  :dretch:...).

other idea:
aiming> would be interesting if the aim was similar to games like couter strike, urban terror, fear, wolfet..
that the longer you hold the fire button, you will have less precision(indicated by the contracting crosshairs),All auto weapons have reduced accuracy when firing(auto,semi-auto) or moving(semi auto),All weapons have some loss of accuracy when they are fired by a moving shooter(This is especially true of the semi-auto weapons).

^ this is the best idea youve come up with. i think it would stop cowardly hall campers from simply sitting there and holding mouse1.
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 19, 2010, 01:45:08 am
knife was basically a gun, when there is no better alternative, however, could be useful sometimes(vs  :basilisk: grab, or in tight spaces, a gon/tt are attacking your base, and comes close to a stab, vs  :dretch:...).

other idea:
aiming> would be interesting if the aim was similar to games like couter strike, urban terror, fear, wolfet..
that the longer you hold the fire button, you will have less precision(indicated by the contracting crosshairs),All auto weapons have reduced accuracy when firing(auto,semi-auto) or moving(semi auto),All weapons have some loss of accuracy when they are fired by a moving shooter(This is especially true of the semi-auto weapons).

^ this is the best idea youve come up with. i think it would stop cowardly hall campers from simply sitting there and holding mouse1.

I highly condone this as well. Oh, and the FEAR move where you can aim around corners would be cool.
Title: Re: humans weapons and aliens classes
Post by: Demolution on February 19, 2010, 01:52:27 am
I highly condone this as well. Oh, and the FEAR move where you can aim around corners would be cool.

So dretches have no chance against md's at all? :<
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 19, 2010, 02:08:20 am
I highly condone this as well. Oh, and the FEAR move where you can aim around corners would be cool.

So dretches have no chance against md's at all? :<

logic, would have more chances, since the enemy would have to stop to have a perfect aim(would be interesting if the sight of md swung(like wolfet/tcelite...), md would be a pro weapon(would have more damage and fireinterval, however, would be more difficult to use) : ).
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 20, 2010, 05:08:11 pm
I highly condone this as well. Oh, and the FEAR move where you can aim around corners would be cool.

So dretches have no chance against md's at all? :<

I've always thought that the MD did too much damage for its fire-rate. And MD's only kill dretches who aren't paying attention, and aren't using wallwalk. You also gotta have the sound up so you can count the rounds getting fired. BE PRO.
Title: Re: humans weapons and aliens classes
Post by: A Spork on February 20, 2010, 05:52:01 pm
I dare you to go against tibs/Dragant on one of his good days, Dretch vs MD.
Guarantee you will lose.

But yeah, I think MD is a bit OP vs basi atm....what was wrong with the old 38 dmg shot?
Title: Re: humans weapons and aliens classes
Post by: Demolution on February 20, 2010, 09:17:00 pm
Basis have more responsibility now, and are silent, thus are more important targets to humans.
Title: Re: humans weapons and aliens classes
Post by: A Spork on February 20, 2010, 09:27:02 pm
I know, but dual md's are so uncool vs a basi.
Title: Re: humans weapons and aliens classes
Post by: frazzler on February 22, 2010, 07:13:41 am
I know, but dual md's are so uncool vs a FUCKING EVERYTHING!

I agree.
Title: Re: humans weapons and aliens classes
Post by: Aviator on February 22, 2010, 03:00:24 pm
I know, but dual md's are so uncool vs a basi.
A single MD is uncool vs basi :[
Title: Re: humans weapons and aliens classes
Post by: janev on February 22, 2010, 03:10:42 pm
wtf are you idiots smoking?

Less stamina? Slower movement? Bullet spread?

If you want to play some "realistic" counterstrike clone DO IT. Ever spent 5 minutes driving a tank to the first outpost on el alamein in battlefield 1942 only to have it bombed? Gaaaay! I like a game where you can have an expected life expectancy of under 1 minute. Don't ruin the game by trying to turn tremulous into some slow-paced game. Most of the fun is in the speed, lack of coordination and general chaos of it :<...

That's actually one of my main worries for 1.2. The game might become stale.

We demand more speed, more chaos and LESS teamwork!

Title: Re: humans weapons and aliens classes
Post by: Tremulant on February 22, 2010, 04:45:26 pm
So you want the precision aim and burst fire requirements of UrT with none of the fun of increased stamina, ridiculous movement and fast paced gameplay? scopes on every other weapon, essential in all those long distance battles that go on in trem. I applaud your attempts to deal with the serious issue of blaster spam and battlegrangers, that clearly ruin so many games, three spitballs should be enough for anyone, any more would be unfair to the poor defenceless humans, and the blaster is clearly OP.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 22, 2010, 05:04:10 pm
wtf are you idiots smoking?

Less stamina? Slower movement? Bullet spread?

If you want to play some "realistic" counterstrike clone DO IT. Ever spent 5 minutes driving a tank to the first outpost on el alamein in battlefield 1942 only to have it bombed? Gaaaay! I like a game where you can have an expected life expectancy of under 1 minute. Don't ruin the game by trying to turn tremulous into some slow-paced game. Most of the fun is in the speed, lack of coordination and general chaos of it :<...

That's actually one of my main worries for 1.2. The game might become stale.

We demand more speed, more chaos and LESS teamwork!



off: couter strike/battlefield is realistc? lol> play true combat elite, operation flashpoint, red orquestra, insurgency, project realism, american arms... cs and bf are semi-arcade games, more similar to hollywood's movies.

about humans, only would put some limitations on them, however, not become impossible to play(like aliens),the game would be more fun, because both races have their pros and cons(equal and different at the same time, something similar that works in love :P)

So you want the precision aim and burst fire requirements of UrT with none of the fun of increased stamina, ridiculous movement and fast paced gameplay? scopes on every other weapon, essential in all those long distance battles that go on in trem. I applaud your attempts to deal with the serious issue of blaster spam and battlegrangers, that clearly ruin so many games, three spitballs should be enough for anyone, any more would be unfair to the poor defenceless humans, and the blaster is clearly OP.

the fire mods from urt is not used in the game, in my view, humans have movements similar to the hrb, but, without the "crazy moves".
about acogs, not hinder the game too, could improve, since aliens have to switch between primary and secondary attack humans would also have to learn to do the same, because aliens had to learn how to do teamwork in 1.2 : )
Title: Re: humans weapons and aliens classes
Post by: janev on February 22, 2010, 05:13:06 pm
Congrats you just missed my point. Have a cookie.
Title: Re: humans weapons and aliens classes
Post by: MitSugna on February 22, 2010, 05:23:53 pm
(http://www.migunowners.org/photoplog/images/2595/1_dual_wielding.JPG)
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 22, 2010, 06:12:51 pm
wtf are you idiots smoking?

Less stamina? Slower movement? Bullet spread?

If you want to play some "realistic" counterstrike clone DO IT. Ever spent 5 minutes driving a tank to the first outpost on el alamein in battlefield 1942 only to have it bombed? Gaaaay! I like a game where you can have an expected life expectancy of under 1 minute. Don't ruin the game by trying to turn tremulous into some slow-paced game. Most of the fun is in the speed, lack of coordination and general chaos of it :<...

That's actually one of my main worries for 1.2. The game might become stale.

We demand more speed, more chaos and LESS teamwork!



Somehow, I believe you will be appeased. On another note, I think the basi's hitbox is too big for its hitpoint count. MDs are overpowered vs anything smaller than a dragoon, and underpowered vs anything bigger IMO. I think Dretch should have recharging speed burst to help throw off MD's, or reduce their fucking monetary value (of the dretch)

Edit: Ooooor, have MD charge like lucicannon. single click will do 25 damage, a quick (not long like luci) charge will yield a max of ?80-100? damage, no overcharge damage. Keep original fire-rate. But see this is more complicated than just reducing the $$$ you get for killing a dretch.
Title: Re: humans weapons and aliens classes
Post by: HellsAngelz on February 22, 2010, 08:01:17 pm
I dare you to go against tibs/Dragant on one of his good days, Dretch vs MD.
Guarantee you will lose.

But yeah, I think MD is a bit OP vs basi atm....what was wrong with the old 38 dmg shot?

You're forgetting myyyy Mddddd I've done some crazy ass shots and had some brutally accurate games.  :'(
Title: Re: humans weapons and aliens classes
Post by: Plasma on February 22, 2010, 11:42:12 pm
The point of sudden death is to get the human team to either camp more and get aliens to rush more or vise-versa taking away regen when om dead would be horrible and finite ammo for "backup" weapons is retarded i believe because humans can't do anything then once they run out of ammo for big gun they already almost defensless enough as it is with the blaster. humans rely on base and aliens have to get up close to damage taking makin gthem depend on bgase more then they already do in 1.2 would severly favor humans. i like new shotgun because it does more spread and less damage per hit so it weakens it at long range and normal for close only thing i don't like is that they reduced basilisk hp by 15 and made painsaw overpowered along with powerful rets. other than that i love it P.S. they didn't weaken all the aliens they made marauder stronger. wow.... long post
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 23, 2010, 03:08:41 am
The point of sudden death is to get the human team to either camp more and get aliens to rush more or vise-versa taking away regen when om dead would be horrible and finite ammo for "backup" weapons is retarded i believe because humans can't do anything then once they run out of ammo for big gun they already almost defensless enough as it is with the blaster. humans rely on base and aliens have to get up close to damage taking makin gthem depend on bgase more then they already do in 1.2 would severly favor humans. i like new shotgun because it does more spread and less damage per hit so it weakens it at long range and normal for close only thing i don't like is that they reduced basilisk hp by 15 and made painsaw overpowered along with powerful rets. other than that i love it P.S. they didn't weaken all the aliens they made marauder stronger. wow.... long post

ff-on the shotgun hinders, some holes in things that do not like the 1.2 is that some weapons do not need much experiences to be used(psaw, shotgun, prifle, lgun, flamer, chaingun and especially lc).

----
other ideia for humans:
resupply time >currently, when the human is in the armory, ammunition reloads instantly.
my sugestion> take a while to be resupply ammunition, like a Medistation.

reason: prevent camping, humans have to learn to economize ammunition(reduce spread).

Flamethrower> reduce splash damange

reason: prevent to burn youself

for aliens:
all aliens evolve as dretch, and take a few seconds for the aliens evolve(aliens should seek a safe place to evole smoothly, or have support from an ally)
Title: Re: humans weapons and aliens classes
Post by: nissarin on February 23, 2010, 11:03:36 am
ff-on the shotgun hinders, some holes in things that do not like the 1.2 is that some weapons do not need much experiences to be used(psaw, shotgun, prifle, lgun, flamer, chaingun and especially lc).

Is there any specific reason to make them more complicated to use ?

other ideia for humans:
resupply time >currently, when the human is in the armory, ammunition reloads instantly.
my sugestion> take a while to be resupply ammunition, like a Medistation.

reason: prevent camping, humans have to learn to economize ammunition(reduce spread).

Right, make armory more crowded or even worse, add some "ammo station" so humans get even more screwed when it gets destroyed, not to mention it will be yet another target for maras (zap) and adv goons (snipe). And what about bps ?

Flamethrower> reduce splash damange

reason: prevent to burn youself

Currently it's not so easy to hurt yourself while using flamethrower, well, to be honest it's also not so easy to actually hurt someone/something else either (ft is back to being pretty much useless imho).

for aliens:
all aliens evolve as dretch, and take a few seconds for the aliens evolve(aliens should seek a safe place to evole smoothly, or have support from an ally)

Another complication.. IMO it would be enough if aliens were able to evolve only in "range" of alien structures and away from human structures
Title: Re: humans weapons and aliens classes
Post by: Liskey on February 23, 2010, 12:37:35 pm
IMO it would be enough if aliens were able to evolve only in "range" of alien structures and away from human structures
It's bad enough that aliens can't evolve in their own base when humans are around ... you want it so humans could build a repeater in the alien base and dretches could neither damage it nor move out of base to evolve???
Title: Re: humans weapons and aliens classes
Post by: nissarin on February 23, 2010, 01:23:45 pm
It's bad enough that aliens can't evolve in their own base when humans are around ... you want it so humans could build a repeater in the alien base and dretches could neither damage it nor move out of base to evolve???

Alien structures could have higher "priority" (maybe not all, but some like eggs or om) and perhaps it could also work other way around - no evolving in the close proximity to rc, so aliens won't be able to evolve if they just build the egg near human base. Well, the main point is, that aliens shouldn't be able to evolve just anywhere they want. But that's just my opinion and it's not some big issue.
Title: Re: humans weapons and aliens classes
Post by: Tremulant on February 23, 2010, 02:19:58 pm
the fire mods from urt is not used in the game, in my view, humans have movements similar to the hrb, but, without the "crazy moves".
about acogs, not hinder the game too, could improve, since aliens have to switch between primary and secondary attack humans would also have to learn to do the same, because aliens had to learn how to do teamwork in 1.2 : )

I've tried, but it's no good, i have absolutely bugger-all idea what you're trying to say, infact...

(http://lcd.satgnu.net/images/pictures/pancake_bunny.jpg)
Title: Re: humans weapons and aliens classes
Post by: wolfbr on February 23, 2010, 03:25:02 pm
IMO it would be enough if aliens were able to evolve only in "range" of alien structures and away from human structures
It's bad enough that aliens can't evolve in their own base when humans are around ... you want it so humans could build a repeater in the alien base and dretches could neither damage it nor move out of base to evolve???

in my view, aliens can evolve by the human, or away from the base, the only limitation would be the waiting time.

---
Is there any specific reason to make them more complicated to use ?
no, I have other reasons(gameplay, funny, more strategies, improve teamwork, aliens and humans are are equally difficult to master...)


Right, make armory more crowded or even worse, add some "ammo station" so humans get even more screwed when it gets destroyed, not to mention it will be yet another target for maras (zap) and adv goons (snipe). And what about bps ?
the problem is the camping, would avoid the camping and the bullet splay(exemple, one lc or prifle upon the armory or repealer shooting without breaks), bviously the game would be suited to my ideas, as the armory would have more resistance.

Currently it's not so easy to hurt yourself while using flamethrower, well, to be honest it's also not so easy to actually hurt someone/something else either (ft is back to being pretty much useless imho).

a flamer could be similar to so wolfet, useful, and not burn yourself, like it> (go to 0:43) http://www.youtube.com/watch?v=JfbbTsD7mcs and it> http://www.youtube.com/watch?v=HVVXKlohRgg, small splash in the beginning, the fire increases after.

Another complication.. IMO it would be enough if aliens were able to evolve only in "range" of alien structures and away from human structures

I answered this above
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 23, 2010, 06:14:36 pm
Stupid idea for armory/ammo station. In fact, the medistation should instantly heal humans, just so they aren't waiting in line cluttering the base. Now that would reduce camping.
Title: Re: humans weapons and aliens classes
Post by: janev on February 23, 2010, 06:25:12 pm
Quote from: wolfbr
snip

I bow to your superior intellect and demand all coders submit to following your vision of tremulous development.

In case it was not obvious I am mocking your idiotic reasoning and ideas. I am done with this topic...

MOD EDIT: This isn't 4chan.
Title: Re: humans weapons and aliens classes
Post by: Aviator on February 24, 2010, 12:06:19 am
Stupid idea for armory/ammo station. In fact, the medistation should instantly heal humans, just so they aren't waiting in line cluttering the base. Now that would reduce camping.
Honestly I think that would be somewhat cheap when the base is under attack because a guy with light armour can just sit there and take hits from a rant and just rifle it down [or kill it with any other weapon for that matter]. I think the medistation being able to heal multiple humans at once would keep it balanced.
Title: Re: humans weapons and aliens classes
Post by: David on February 24, 2010, 12:22:49 am
I'd like to see the med only restock medkits, and nothing more.  Maybe auto-activate your medkit and replace it.

So it's still slow, but you don't have to block.
Title: Re: humans weapons and aliens classes
Post by: Winnie the Pooh on February 24, 2010, 12:57:18 am
Medkits and medistations stack now, so if you still have your medkit when healing, use your medkit to greatly speed up your healing time.
Title: Re: humans weapons and aliens classes
Post by: Aviator on February 24, 2010, 01:34:55 am
I'd like to see the med only restock medkits, and nothing more.  Maybe auto-activate your medkit and replace it.

So it's still slow, but you don't have to block.
Yeah I think that would lessen blocking a lot, but that would be kinda interesting because you could think nothing is out there [in s1] and turn a corner while still healing at about 30hp or so and :O there's a dretch
Medkits and medistations stack now, so if you still have your medkit when healing, use your medkit to greatly speed up your healing time.
Didn't know that :o
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 24, 2010, 04:41:22 pm
Stupid idea for armory/ammo station. In fact, the medistation should instantly heal humans, just so they aren't waiting in line cluttering the base. Now that would reduce camping.
Honestly I think that would be somewhat cheap when the base is under attack because a guy with light armour can just sit there and take hits from a rant and just rifle it down [or kill it with any other weapon for that matter]. I think the medistation being able to heal multiple humans at once would keep it balanced.


No he can't, because there would be a check to see if the medistation had healed that human and has he stepped off? [explicitly, the medistation would heal you only as you stepped onto it, then you would still receive damage and die unless you stepped off and then back on.] Sure it might be abused, but by only one player at a time. And headshots would still kill him. The majority of human deaths occur outside of their base. While it would be possible, I think it's unlikely that a human could sit on it and be productive - anyway, a single medistation is too valuable to camp on, and you would be abused/voted out if you did. Just think about it.
    Now, repeater medi's might be the problem you're talking about, but not if it works like I said it should, with the step off-step-on dynamic.
Title: Re: humans weapons and aliens classes
Post by: CATAHA on February 26, 2010, 11:53:18 am
Some ideas are REALLY weird. =D
Title: Re: humans weapons and aliens classes
Post by: commander scrooge on February 26, 2010, 08:41:57 pm
Pain saw requires some practice, adding over heating bar will just discourage practicing, not to mention because it is a close range weapon it is only effective for 1 v 1 or attacking in groups.  Did I mention camping? flame thrower is almost the same as pain saw only limited ammo and inflicts damage on the user are the differences.  The medistation is good as is, it functions as a "regen" feature for the humans when they stand on it, functioning like the double restore hp when the use of medic-kit is used while on it.

 "...some weapons do not need much experiences to be used(psaw, shotgun, prifle, lgun, flamer, chaingun and especially lc)." How did pain saw get in there? 1 pain saw vs 1 rant the rant is 2 hit k0 to a bsuit which is much less than how long the pain saw has to touch the rant to inflict enough damage to kill it, not to mention the rant can run away 80% of the time you must play with losers if you think pain saw is easy  :o  The over heat bar would make this task much harder because you would not be able to run the pain saw the whole time you would have to aim, consider your weapon's range, and then trigger.  Pain saw allows humans to mimic the melee-combat of aliens adding an over heat bar will take away that ability, not to mention the pain saw acts like a light saber (NO LIGHTSABERZ IN TREMPLZ)
Title: Re: humans weapons and aliens classes
Post by: Aviator on February 27, 2010, 12:14:25 am
Oh Conzul now I see what you were thinking and yeah I think that would work but still be an unfair advantage for humans unless the booster in 1.2 would do the same for aliens.
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 27, 2010, 12:34:38 am
Oh Conzul now I see what you were thinking and yeah I think that would work but still be an unfair advantage for humans unless the booster in 1.2 would do the same for aliens.

Meh not really, as aliens regenerate inherently and humans do not.
Title: Re: humans weapons and aliens classes
Post by: Aviator on February 27, 2010, 05:09:25 am
Oh Conzul now I see what you were thinking and yeah I think that would work but still be an unfair advantage for humans unless the booster in 1.2 would do the same for aliens.

Meh not really, as aliens regenerate inherently and humans do not.
Speed up the regen  rate a little? :o
Title: Re: humans weapons and aliens classes
Post by: Conzul on February 28, 2010, 05:22:15 am
Oh Conzul now I see what you were thinking and yeah I think that would work but still be an unfair advantage for humans unless the booster in 1.2 would do the same for aliens.

Meh not really, as aliens regenerate inherently and humans do not.
Speed up the regen  rate a little? :o

.....bozo
Title: Re: humans weapons and aliens classes
Post by: wolfbr on April 02, 2010, 11:58:47 pm
more ideas:
add a new alien class, Spitfire(original idea of korxmod)> a flying alien.

-regular:
primary fire = bite(close range, good damage)
secundary fire = speed boost(like a tt) while flying( Hold down Secondary Attack briefly then release )tton while moving forward to charge up, then release to run at high speed for a short time.

-advanced:
primary fire = can spray a bust of flame(like a dragon : D)
secundary fire = speed boost
Activate Upgrade = long range barbs(low damange, but, its good to kill in long range or suport others aliens class, or vc jetcampers)

Mara and advmara> add a double jump(good for climbing walls, or to dodge attacks)

 :)
Title: Re: humans weapons and aliens classes
Post by: Plague Bringer on April 03, 2010, 12:03:56 am
more ideas:
add a new alien class, Spitfire(original idea of korxmod)> a flying alien.

-regular:
primary fire = bite(close range, good damage)
secundary fire = speed boost(like a tt) while flying( Hold down Secondary Attack briefly then release )tton while moving forward to charge up, then release to run at high speed for a short time.

-advanced:
primary fire = can spray a bust of flame(like a dragon : D)
secundary fire = speed boost
Activate Upgrade = long range barbs(low damange, but, its good to kill in long range or suport others aliens class, or vc jetcampers)

Mara and advmara> add a double jump(good for climbing walls, or to dodge attacks)

 :)
no aliens lose their basic version's primary when evoing.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on April 03, 2010, 12:06:10 am
more ideas:
add a new alien class, Spitfire(original idea of korxmod)> a flying alien.

-regular:
primary fire = bite(close range, good damage)
secundary fire = speed boost(like a tt) while flying( Hold down Secondary Attack briefly then release )tton while moving forward to charge up, then release to run at high speed for a short time.

-advanced:
primary fire = can spray a bust of flame(like a dragon : D)
secundary fire = speed boost
Activate Upgrade = long range barbs(low damange, but, its good to kill in long range or suport others aliens class, or vc jetcampers)

Mara and advmara> add a double jump(good for climbing walls, or to dodge attacks)

 :)
no aliens lose their basic version's primary when evoing.

hum, would not be a loss, but an improvement, however, agree with you.
Title: Re: humans weapons and aliens classes
Post by: Conzul on April 04, 2010, 12:54:14 am
Interesting, but why invent a whole new type when you can just do an adv.dretch and stick wings on it? I like dretching/playing as dretch, and feel that a whole new level of gameplay could be achieved by allowing it to fly for brief periods. It would need less work, too, (big since devel is slow) just add flying animation and fly ability as a secondary attack button.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on April 15, 2010, 08:39:02 pm
Interesting, but why invent a whole new type when you can just do an adv.dretch and stick wings on it? I like dretching/playing as dretch, and feel that a whole new level of gameplay could be achieved by allowing it to fly for brief periods. It would need less work, too, (big since devel is slow) just add flying animation and fly ability as a secondary attack button.
maybe a double jump or small pounche is a better option for advdreatch, since the main feature of dretch is the control.

--
I thought better about the abilities of the Spitfire.

primary fire = medium range barbs(low damange, medium fireinterval, but, its good to kill in long range or suport others aliens class, or vc jetcampers).

secundary fire = speed boost(like a tt) while flying( Hold down Secondary Attack briefly then release )tton while moving forward to charge up, then release to run at high speed for a short time(cause damage to enemies, like a tt).

-advanced:
primary fire = long range barbs(medium damange,slow fireinterval)
secundary fire = speed boost
Activate Upgrade = can spray a bust of flame(like a dragon : D)

---
I think so would be better.

would be interesting if humans earned a new weapon(grenade launcher?,laser?<t he laser cut through the aliens, may cause damage to several aliens).
Title: Re: humans weapons and aliens classes
Post by: Conzul on April 16, 2010, 11:35:33 pm
Interesting, but why invent a whole new type when you can just do an adv.dretch and stick wings on it? I like dretching/playing as dretch, and feel that a whole new level of gameplay could be achieved by allowing it to fly for brief periods. It would need less work, too, (big since devel is slow) just add flying animation and fly ability as a secondary attack button.
maybe a double jump or small pounche is a better option for advdreatch, since the main feature of dretch is the control.

--
I thought better about the abilities of the Spitfire.

primary fire = medium range barbs(low damange, medium fireinterval, but, its good to kill in long range or suport others aliens class, or vc jetcampers).

secundary fire = speed boost(like a tt) while flying( Hold down Secondary Attack briefly then release )tton while moving forward to charge up, then release to run at high speed for a short time(cause damage to enemies, like a tt).

-advanced:
primary fire = long range barbs(medium damange,slow fireinterval)
secundary fire = speed boost
Activate Upgrade = can spray a bust of flame(like a dragon : D)

---
I think so would be better.

would be interesting if humans earned a new weapon(grenade launcher?,laser?<t he laser cut through the aliens, may cause damage to several aliens).

gotta love 'im !

Dude you make my suggestions sound reasonable.
Title: Re: humans weapons and aliens classes
Post by: SPK on April 22, 2010, 10:16:26 pm
Flying aliens FTW  !!
Title: Re: humans weapons and aliens classes
Post by: CorSair on April 23, 2010, 08:28:09 pm
I'll be giving some own thoughts and opinions, what i've been inspired, and disgusted :-X

HUMANS
Rifle, Chaingun, and Pulse would have secondary that fires and makes 90 - 120 degree arc, spreading the bullets in these directions. It may sound very stupid, and inpractical, but who knows? Maybe it can help in cramped situations against horde of smaller aliens. (and maybe unbalance the gameplay?)

Akimbo Blasters? lol. If so... then make second bit expensive... like 150 or 200 creds.

Painsaw overheat is bit too ridiculous. But if there is secondary attack that makes psaws range much shorter, but more deadly (twice the normal psaws damage), then it would consume painsaw and makin it overheat. But otherwise, NEVAR

Las Gun does 9 hp damage? (can't remember instantly, meh is n00b) Then i say it is big spike in my butt. Expert lasgunners can hit even the wildiest dretches on walls running. But maybe my hate to lasgunners as a dretch clouds my mind on this matter. But still....

Scopes for (almost) all guns? Hell yea. NO.
Or if you think scopes are cool and good thing, i suggest that we should buy them. Not install it to (almost) every gun.

Weapon butt hit. Good way to shove aliens that came too close. But it should be minimal damage attack with 1 sec disrupt for alien. And you can't immediatly shoot. More balanced in this way. But i would like punch more (left straight to goons maw FTW), and as stage comes to s3, you can get power gauntlet that deals more and stuns aliens bit more longer, but pays 100, and slows reload and makes aim bit harder.

Oh. And the Grenade should be renamed. It's not... grenade, more like a satchel charge or like it. Or simply, Bomb. Too costly for nade.  :P

AND DON'T TOUCH TEH STAMINA! I like it now, it's just what i needed when 1.2gpp came out.

ALIENS

Dretch should be able to crawl on bsuits. Not much damage (4hp), but it annoys  them, makin aiming and shooting bit hard. And teammates can try get it but rets would do the job. Also, latching to jettards would be good way to get them down,and deal 20 hp damage to naked jets. And latch stays until jetpack is turned off.

Aliens should evolve while near om, even if human is psawing om. But true, some building priority system would be good to prevent instant dropping to naked reac.

Flying alien would be cool, like korx server spitfire, but it wouldn't start copying it :P
Make something new, like one that has erratic flying pattern (harder to hit so to say), can latch jets, And can charge too, but different. It would depend on how fast you come. The higher you start, the more you deal, maybe even killing bsuit if done properly lol.

But makin flying alien class to 1.2 depends on our lovely devs. I doubt they will do it, maybe in next trem version, hehe.

And outta ideas currently, + writing on this seems to be hard, bouncing all time to upper text parts.

Maybe i do this to end. Or if i'm willing and care.

And keep Trem funny, chaotic and team depending game plz
Title: Re: humans weapons and aliens classes
Post by: wolfbr on April 23, 2010, 09:49:06 pm
I'll be giving some own thoughts and opinions, what i've been inspired, and disgusted :-X

HUMANS
Rifle, Chaingun, and Pulse would have secondary that fires and makes 90 - 120 degree arc, spreading the bullets in these directions. It may sound very stupid, and inpractical, but who knows? Maybe it can help in cramped situations against horde of smaller aliens. (and maybe unbalance the gameplay?)

Akimbo Blasters? lol. If so... then make second bit expensive... like 150 or 200 creds.

Painsaw overheat is bit too ridiculous. But if there is secondary attack that makes psaws range much shorter, but more deadly (twice the normal psaws damage), then it would consume painsaw and makin it overheat. But otherwise, NEVAR

Las Gun does 9 hp damage? (can't remember instantly, meh is n00b) Then i say it is big spike in my butt. Expert lasgunners can hit even the wildiest dretches on walls running. But maybe my hate to lasgunners as a dretch clouds my mind on this matter. But still....

Scopes for (almost) all guns? Hell yea. NO.
Or if you think scopes are cool and good thing, i suggest that we should buy them. Not install it to (almost) every gun.

Weapon butt hit. Good way to shove aliens that came too close. But it should be minimal damage attack with 1 sec disrupt for alien. And you can't immediatly shoot. More balanced in this way. But i would like punch more (left straight to goons maw FTW), and as stage comes to s3, you can get power gauntlet that deals more and stuns aliens bit more longer, but pays 100, and slows reload and makes aim bit harder.

Oh. And the Grenade should be renamed. It's not... grenade, more like a satchel charge or like it. Or simply, Bomb. Too costly for nade.  :P

AND DON'T TOUCH TEH STAMINA! I like it now, it's just what i needed when 1.2gpp came out.

ALIENS

Dretch should be able to crawl on bsuits. Not much damage (4hp), but it annoys  them, makin aiming and shooting bit hard. And teammates can try get it but rets would do the job. Also, latching to jettards would be good way to get them down,and deal 20 hp damage to naked jets. And latch stays until jetpack is turned off.

Aliens should evolve while near om, even if human is psawing om. But true, some building priority system would be good to prevent instant dropping to naked reac.

Flying alien would be cool, like korx server spitfire, but it wouldn't start copying it :P
Make something new, like one that has erratic flying pattern (harder to hit so to say), can latch jets, And can charge too, but different. It would depend on how fast you come. The higher you start, the more you deal, maybe even killing bsuit if done properly lol.

But makin flying alien class to 1.2 depends on our lovely devs. I doubt they will do it, maybe in next trem version, hehe.

And outta ideas currently, + writing on this seems to be hard, bouncing all time to upper text parts.

Maybe i do this to end. Or if i'm willing and care.

And keep Trem funny, chaotic and team depending game plz

-secondary fire (small scope) would serve to improve accuracy. of course the guns are more inaccurate (good in close range, bad in long range).

-akimbo blasters would be available only for Buiders(its free).

-Painsaw overheat is bit too ridiculous? weapon costs little, takes too much damage, does not need recharging, and can kill a gon / tt off guard easily.

-add reload on lasgun and any inaccuracies would be good to help in balance.

-Scopes for (almost) all guns? did not say this would be a "little zoom", serve more to improve the accuracy of weapons.

-about flying alien, I do not know what the devs are thinking, but it would be interesting to add something new on the trem. 1.2 (a new class/abilities for alien, a new weapon/item for humans, a new build for both team...).

Title: Re: humans weapons and aliens classes
Post by: Liskey on April 24, 2010, 03:53:34 am
Holding the trigger already screws up your chances of killing, not because of aiming accuracy, but because the automatic repeat timing is off.  One would think that if you were constantly tracking the target, it wouldn't matter when the weapon fired, but it does.  Either that, or I can't track for beans.  :o

And why would inaccuracy be indicated by shrinking crosshairs?   If anything the reticle should expand to represent increased spread.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on April 24, 2010, 04:10:54 am
an improved(realistic) targeting system would leave the game more interesting, both for the humans (who would have to learn to aim better) for aliens.
humans would have to be more skilled / careful and smart. and not shoot up unload all the ammunition.

Obviously, the weapons would be adjusted to the new targeting system(miliar a cs/urban terror, and especially fear/crysis/cod..).
Title: Re: humans weapons and aliens classes
Post by: SlayerN on April 24, 2010, 04:51:30 pm
to go along with the new ideas for human weapons i think they should add a type of man operated turret (no better name). similar to a chain gun. when you buy it from the armory for 500-550 points your movement speed is slightly reduced and you can not fire the gun until you right click once to set up which takes about 4-6 seconds and cannot move after it is set up until you disassemble it taking another 4-6 seconds. after it is set up you can turn 180 degrees and have that semicircle of vision. the gun itself would have 80-120 rounds in a clip and carry 2-4 clips it would fire at about the speed of a chaingun and the rounds themselves would do high damage but only be slightly more accurate then a charging. my thoughts on this weapon are that they are very hard to use offensively and are more helpful as a support weapon for base moving or defending when theres no power, though the can be used offensively there would have to be teamates protecting you as you set up your gun and the entire party would be forced to move slower. both types of marauders wold be a great counter because if they can jump over or get past the person using this gun then they can easily kill him because he cannot shoot them with his limited semicircle of turn possible.

 of course i don't expect this gun in 1.2 and if it was added the aliens would need something else too but for the future of trem i think this is a good idea

(my signature is wrong I've played over 150 hours and have around 1500 kills and 1800 deaths)   
Title: Re: humans weapons and aliens classes
Post by: Conzul on April 24, 2010, 04:58:02 pm
to go along with the new ideas for human weapons i think they should add a type of man operated turret (no better name). similar to a chain gun. when you buy it from the armory for 500-550 points your movement speed is slightly reduced and you can not fire the gun until you right click once to set up which takes about 4-6 seconds and cannot move after it is set up until you disassemble it taking another 4-6 seconds. after it is set up you can turn 180 degrees and have that semicircle of vision. the gun itself would have 80-120 rounds in a clip and carry 2-4 clips it would fire at about the speed of a chaingun and the rounds themselves would do high damage but only be slightly more accurate then a charging. my thoughts on this weapon are that they are very hard to use offensively and are more helpful as a support weapon for base moving or defending when theres no power, though the can be used offensively there would have to be teamates protecting you as you set up your gun and the entire party would be forced to move slower. both types of marauders wold be a great counter because if they can jump over or get past the person using this gun then they can easily kill him because he cannot shoot them with his limited semicircle of turn possible.

 of course i don't expect this gun in 1.2 and if it was added the aliens would need something else too but for the future of trem i think this is a good idea

(my signature is wrong I've played over 150 hours and have around 1500 kills and 1800 deaths)   

Camping perfected.
Title: Re: humans weapons and aliens classes
Post by: wolfbr on April 25, 2010, 05:16:33 am
http://www.metacafe.com/watch/1082027/aa_12_automatic_shotgun/< new s3 human's weapon?  :P
Title: Re: humans weapons and aliens classes
Post by: CorSair on April 25, 2010, 02:32:44 pm
http://www.metacafe.com/watch/1082027/aa_12_automatic_shotgun/< new s3 human's weapon?  :P

to go along with the new ideas for human weapons i think they should add a type of man operated turret (no better name). similar to a chain gun. when you buy it from the armory for 500-550 points your movement speed is slightly reduced and you can not fire the gun until you right click once to set up which takes about 4-6 seconds and cannot move after it is set up until you disassemble it taking another 4-6 seconds.

Or let's go this over.

Shouldn't 1.2gpp meant only to perfect balance between aliens and humans, their existing classes, guns and abilities, not to add any new weapons or classes? (Or i've gotten that kind of feeling from 1.2gpp)

And about idea how to get jettards from sky, i would like that dretch can disrupt the jetpack user by latching on it, and latch would happen same way as wallwalk (via C button or user preferred) and latch stays on long as jetpack is online. And it would deal 30 hp damage per sec to naked ones, and you can't move. Only way to get rid off dretch is to turn wallwalk off, or shoot the dretch.
Title: Re: humans weapons and aliens classes
Post by: VJDax on April 25, 2010, 04:20:37 pm
The flamethrower is quite nonsense now......
It only makes a great splash damage
I thick it should be like poison and aliens(or hummies also)got ignited will get hp keeping deduct for a while of time.
Title: Re: humans weapons and aliens classes
Post by: SlayerN on April 26, 2010, 02:47:40 am
Shouldn't 1.2gpp meant only to perfect balance between aliens and humans, their existing classes, guns and abilities, not to add any new weapons or classes? (Or I've gotten that kind of feeling from 1.2gpp)

yes I agree with that, and it's why I said I do not expect to see this in 1.2, but I do  think it would add something to the game
Title: Re: humans weapons and aliens classes
Post by: CorSair on April 26, 2010, 02:19:22 pm
The flamethrower is quite nonsense now......
It only makes a great splash damage
I thick it should be like poison and aliens(or hummies also)got ignited will get hp keeping deduct for a while of time.

That would remind me bit of ET's flamethrower. It will set enemy on fire for few secs.
I got idea, that there is secondary fire mode, that deals 5 hp, has longer range, and it's beam-type line, not like the large spread radius of primary fire, and it sets anyone on fire who passes or gets hit of the fiery beam. It should contain same danger like using normal flamer, that enemy comes too close, user of flamer is set on fire too.

Or keep the main fire, and add the ignition. It would be few secs but deals great deal of damage. And all sort of factors added (range of flamer + ignition time and damage, and etc.)

But how it would be balanced then? It's useful to make cooked dretches and grangers, and good user of flamer can catch mara too and scorch dare basi who came too close of flamer. And there is the FX things too.... I mean the visual effects while alien (or human  ;D) is on fire.
Title: Re: humans weapons and aliens classes
Post by: Conzul on April 26, 2010, 02:21:37 pm
Like the Killzone 2 flamethrower, that shoots a thin stream of golden ooze.
Title: Re: humans weapons and aliens classes
Post by: VJDax on April 29, 2010, 01:19:20 pm
The flamethrower is quite nonsense now......
It only makes a great splash damage
I thick it should be like poison and aliens(or hummies also)got ignited will get hp keeping deduct for a while of time.

That would remind me bit of ET's flamethrower. It will set enemy on fire for few secs.
I got idea, that there is secondary fire mode, that deals 5 hp, has longer range, and it's beam-type line, not like the large spread radius of primary fire, and it sets anyone on fire who passes or gets hit of the fiery beam. It should contain same danger like using normal flamer, that enemy comes too close, user of flamer is set on fire too.

Or keep the main fire, and add the ignition. It would be few secs but deals great deal of damage. And all sort of factors added (range of flamer + ignition time and damage, and etc.)

But how it would be balanced then? It's useful to make cooked dretches and grangers, and good user of flamer can catch mara too and scorch dare basi who came too close of flamer. And there is the FX things too.... I mean the visual effects while alien (or human  ;D) is on fire.
Atcully it's quite "balanced" now.....
as it is very strange and you couldn't use it effectively
as you came near aliens, you fire and BURN yourself and the aliens DON'T SUFFER NOTABLE DAMAGE!
Thats so  >:(
Title: Re: humans weapons and aliens classes
Post by: Saliva on April 29, 2010, 03:14:36 pm
Flamer could use some improvement. It's only usable against buildings and dretches that attack the human. Painsaw destroys buildings better and dretches die easily to every other weapon as well without having the disadvantages of the flamer like short range and burning yourself with it.
Title: Re: humans weapons and aliens classes
Post by: BattleGranger on April 29, 2010, 03:48:57 pm
Flamer could use some improvement. It's only usable against buildings and dretches that attack the human.

I dunno, from my experience a flamesuit is great at warding off Dragoons and even Tyrants in the correct situation...
Title: Re: humans weapons and aliens classes
Post by: Saliva on April 29, 2010, 05:42:18 pm
I dunno, from my experience a flamesuit is great at warding off Dragoons and even Tyrants in the correct situation...
Anything is good in the correct situation. Flamer is not worth its cost in general especially not against dragoons or tyrants. This should be apparent if you have any experience in the game.
Title: Re: humans weapons and aliens classes
Post by: A Spork on April 29, 2010, 07:23:02 pm
In 1.2 the flamer works fine for what it does(destroying small classes and buildings)
Title: Re: humans weapons and aliens classes
Post by: CorSair on April 30, 2010, 02:16:50 pm
Got idea for adv. mara special ability... a so-called EM interfere to radars.

This would be activated same way as dragoon's barbs, and it is continuous.

And here is the phase of radar disruption ranges (and some original ideas how it would work.)

1st: as far as radar has range: Invisible. no radar sing, but it can be seen still normally outside of radar range (and it would apply any range, as long as this EM interference ability is on, but it would be unfair.)

2nd: Long to medium: Adv mara is sighted on radar, but pinpointing it's exact location is nearly impossible, if the red blip would bounce everywhere on radar.

3rd: OPTIONAL Medium to close: Same as above, but it would affect on everything on radar, making it impossible to read, and so it is helpless in that way.

4th: OPTIONAL Very close: Radar has gone berserk. shows 50 red blips here and there, and removes human buildings/teammates on radar.

And the disadvantages. You can't use zap attack while using interfere, and takes 3-9 seconds to recharge zap to attack mode after you turn it off. Also, if possible, adv. mara would be more brighter, making bit of light while using EM interfere, thus giving its location away for humans (and good while on dark places, if there is any need of that.)

If this is possible, would it be then useful at all?
Title: Re: humans weapons and aliens classes
Post by: Conzul on April 30, 2010, 04:39:42 pm
An alien that could radar spoof could be cool, but I don't think that ability would be important unless humans are hunting them down with no eggs left.