Tremulous Forum
General => Feedback => Topic started by: zybork on January 03, 2011, 01:35:45 pm
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1.2 is better than 1.1, for instance, the marauder has improved: It is sufficiently agile now, and I like the new zap, with one exception:
The new area-zap leads to zap-spam.
I suggest to make zaps having to recharge similar to dragoon-barbs, so you can zap 3 times in quick succession, but than have to wait a minute or two until you can go on, I experienced a lot of times players just come forward, zap, go back a step, go forward again, zap … until half the human base is gone – and don't tell me “wel, just FAIER at tose maruders”, because usually, this is exactly what I do, but this still takes too much time, in order to get rid of a zap-spammer, you need more than one human hit it for good, and if the alien team has teamwork (this can happen…) and, well, two of them are coming in… It can be that the base is heavily damaged, how ever, thanks to slow turrets and over issues, sufficiently skilled marauders usually escape, and then come back zapping all over again.
You can also “barb-rush” a base, which inflicts terrible damage, but the goons can't come back 20s later and the thing goes on again.
Marauder zap in the current form is something like the humans had unlimited grenades, it is an imbalance.
I suggest to either make the zap having to recharge like goonbarbs, or make zapping reduce the maras agility, which has to replenish like human stamina.
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Why do you hate friend mara so much?!
Leave him alone.
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In an FPS, a minute is a long time.
Besides, one or two mediocre campers can stop an Adv.Mara before it does too much damage.
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Way to post this exact same thread AGAIN.
http://tremulous.net/forum/index.php?topic=14241.0
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DAMMIT!, sorry, I forgot that…
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yeah but teslas can PWN maras :tesla: :tesla:= dead :advmarauder: friend
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Not really. According to my experience, You have to group them pretty closely to be effective, but in that case, so is also the zap…
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Even one tesla will make me wait to Mara rush until it's killed if it's close to the vital structures.
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1. you need 4+ zaps to kill any buildable;
2. your camp base is not supposed to be invincible, for example a prifle can do a similar amount of damage in alien base if aliens fail to kill him;
3. build better;
4. zap is not comparable to grenades. It deals 60 damage to buildings that it hits, while gren can kill several in 1 hit.