Tremulous Forum

General => Feedback => Topic started by: RAKninja-Decepticon on July 04, 2011, 07:15:36 pm

Title: 1HKOs
Post by: RAKninja-Decepticon on July 04, 2011, 07:15:36 pm
this is something that has been greatly irritating me recently.  most games (including default Q3) have 0 one kit ko weapons.  please correct me if i am wrong about any of this next part -

goon - first alien available that can oneshot a helmetless human, with a chomp, or armorless human, with a full pounce.
rant - can oneshot helmetless humans with maul, and "near instantly" kill armorless humans with trample

shotgun - can oneshot dretches from down a hall or across the room, 2-shot basi's
MD - oneshots dretches, two for basi
nade - it oneshots dretches, basi's, perhaps even maras, but is more understandable, as a single use weapon.
luci - oneshots up to maras with a charged shot, easily oneshots below maras with splash that deceptively extends far past the particle effect.

a close runner up is the flamer, that while it does not kill instantly, you can run around spraying all over the place and be reasonably sure that anything mara and below that you graze is dead, or close to it.

it bugs me to see thinly disguised q3 weapons in so unbalanced a state.

and before i continue, yes i do know that aliens win slightly more total games.  i think this may be due to the losing human team not knowing when to stop camping and start attacking, as so much human equipment is conducive to camping.

the right idea is demonstrated in naked rifle vs dretch.  5 bullets need to strike the dretch to kill it, the human needs to suffer two headbites.  it is beyond this stage that things fall by the wayside.  tyrant vs lucisuit is also fairly balanced.

i think part of this may be because human weapons have a lot of "role overlap".  what do i use for mid to close range combat, a flamer or shotgun?  are the relatively minor advantages of the lasgun different enough from the rifle?  what is the point of the pulse rifle?  (especially as "rocketjumping" is in.... no plasma climbing?)

human weapons tend to come in four dichotomous flavors - mid to close range vs mid to far range, and kills less than mara with one shot vs kills less than mara in more than one shot.  as i said, there is quite a bit of overlap. for example, a shotgun and a MD are indistinguishable at close range. 

while i dont really have any suggestions for "fixing" this, i'll end here.  it just annoyed me to no end to see trem using flawed balance like this, a balance issue not present in the original game trem is modded from.
Title: Re: 1HKOs
Post by: NotYarou on July 04, 2011, 07:23:31 pm
Railgun was insta-kill w/o any armor.
If you know how to use rocket launcher, it's also an insta-kill.

Not sure what the point of your post is, because there are no "1 hit KO" weapons in Tremulous. Each attack can be dodged in a different way, and if you're dying a lot it generally means you don't understand the game mechanics of GPP. Following your logic, if you see a dretch with 5 HP and you shoot it with your rifle, the rifle becomes a "1 hit KO" weapon.
Title: Re: 1HKOs
Post by: SirDude on July 04, 2011, 08:09:22 pm
Don't you think there is a reason Q3 or trem doesn't have any instakill weapons that apply to everything?


I DO however agree with what you said on the pulse rifle, it does nothing superior that any cheaper weapon can do better.
Title: Re: 1HKOs
Post by: c4 on July 04, 2011, 08:26:54 pm
Luci can kill a goon+ in 1 hit as well.
Title: Re: 1HKOs
Post by: kharnov on July 04, 2011, 08:40:29 pm
I DO however agree with what you said on the pulse rifle, it does nothing superior that any cheaper weapon can do better.

I don't think you're using the pulse rifle correctly. With a battery pack, you have the same amount of ammo as a lasgun and a chaingun, while clearly outperforming both weapons. You have the precision of the lasgun due to the lack of spread, and double damage per second. Unlike the chaingun, you don't suffer from absurd amounts of recoil and you can refill it at repeaters since it's an energy weapon. Since the pulse rifle's shots aren't hitscan, you can still manage to hurt things while dodging around if you're in an area heavily packed with aliens and their buildings. That's the point of the pulse rifle: dealing with lots of things in tightly packed areas at variable ranges. It's a rush weapon and it's more versatile than the flamer or painsaw, both of which will not save you from being swarmed by aliens because they don't have the range of the pulse rifle.
Title: Re: 1HKOs
Post by: /dev/humancontroller on July 05, 2011, 04:29:29 pm
I DO however agree with what you said on the pulse rifle, it does nothing superior that any cheaper weapon can do better.

I don't think you're using the pulse rifle correctly. With a battery pack, you have the same amount of ammo as a lasgun and a chaingun, while clearly outperforming both weapons. You have the precision of the lasgun due to the lack of spread, and double damage per second. Unlike the chaingun, you don't suffer from absurd amounts of recoil and you can refill it at repeaters since it's an energy weapon. Since the pulse rifle's shots aren't hitscan, you can still manage to hurt things while dodging around if you're in an area heavily packed with aliens and their buildings. That's the point of the pulse rifle: dealing with lots of things in tightly packed areas at variable ranges. It's a rush weapon and it's more versatile than the flamer or painsaw, both of which will not save you from being swarmed by aliens because they don't have the range of the pulse rifle.
(http://s3.amazonaws.com/kym-assets/photos/images/list/000/142/390/not-sure-if-trolling-or-just-really-stupid-thumb.jpg)
Title: Re: 1HKOs
Post by: /dev/humancontroller on July 05, 2011, 04:39:16 pm
while i dont really have any suggestions for "fixing" this, i'll end here.  it just annoyed me to no end to see trem using flawed balance like this, a balance issue not present in the original game trem is modded from.
and unfortunately, just a few relatively simple tweaks will not yield a game balance of Q3's quality. Tremulous' game logic design is seriously flawed from many professional perspectives, and it cannot be significantly helped without designing a new game logic from scratch. (u're not the first one to notice this.)
Title: Re: 1HKOs
Post by: Dracone on July 05, 2011, 07:11:45 pm
The pulse rifle's most useful purpose is sniping alien base structures, although it's great up close too.

Kharnov is absolutely right, if you think the pulse rifle is that lacking in worth, you probably just suck with it. I use it often and it's worth 400 creds for sure, though weapon values in this game are really fucked now in the broad scope if you look at the flamer. That shit needs to be changed.
Title: Re: 1HKOs
Post by: F50 on July 05, 2011, 11:31:14 pm
this is something that has been greatly irritating me recently.  most games (including default Q3) have 0 one kit ko weapons.
and unfortunately, just a few relatively simple tweaks will not yield a game balance of Q3's quality. Tremulous' game logic design is seriously flawed from many professional perspectives, and it cannot be significantly helped without designing a new game logic from scratch. (u're not the first one to notice this.)


You'll have to expound upon this. I'm sure that there are some things less than completely balanced about tremulous, but the topic's complaint is far from reasonable. I personally really enjoyed the early Rainbow 6 games (competitively), and COD4's hardcore mode looks quite nice, although I haven't had the opportunity to play it. Both of these games feature 1-hit kill weapons, and the weaker weapons in those settings require 6 hits at most. Another major Q3 game, Urban Terror, features the SR8, which will usually 1-hit kill. The only recent and well-known competitive FPS game that I am aware of that doesn't have any 1-hit kill weapons (I won't count vehicles here I guess) is halo. Of course, I am mostly unaware of commercial games, so forgive me if I missed a few other decent titles.

i think part of this may be because human weapons have a lot of "role overlap".  what do i use for mid to close range combat, a flamer or shotgun?  are the relatively minor advantages of the lasgun different enough from the rifle?  what is the point of the pulse rifle?  (especially as "rocketjumping" is in.... no plasma climbing?)

human weapons tend to come in four dichotomous flavors - mid to close range vs mid to far range, and kills less than mara with one shot vs kills less than mara in more than one shot.  as i said, there is quite a bit of overlap. for example, a shotgun and a MD are indistinguishable at close range.

Kharnov once said that all of the human weapons have overlap, they all do damage. But I find it odd that people keep putting the rifle and the lasgun together as being too similar. Sure, they are the most similar weapons in the game, but the rifle is free, while you actually have to pay credits for the lasgun, which does less damage. I'd take this as evidence that the lasgun's defining feature, that you don't have to reload it, makes a difference. To be fair this is shared with the chaingun, lucifer cannon, and painsaw, but I hardly think you can make a case that those weapons are similar to the lasgun. Finally, I'd like to bring urbanterror up again. The weapons are different in urbanterror, but its weapons are far less varied than in tremulous. Why is having varied weapons even strictly necessary anyways? Necessary for balance?

I won't argue on the flamer. While I disagree with you somewhat, it was subject to a recent buff and I really don't have enough knowledge of the game to give you the best answer. Finally, as a nitpick: the luci can kill adv-goons in 1 shot. Its a BFG.
Title: Re: 1HKOs
Post by: Qrntz on July 06, 2011, 12:01:15 am
The weapons are different in urbanterror
Last I checked LR300 and M4 were exactly they same. Though, for some reason, having the same stats, they felt different. LR300 is still the most popular weapon, but that doesn't change the fact someone actually uses M4.
Completely identical weapons with different model and different sound can make a difference big enough for nobody to get picky about it and anyone to just choose his weapon. Do you still think Tremulous is being a copycat?
Title: Re: 1HKOs
Post by: Nux on July 06, 2011, 02:12:44 am
There's only one weapon I don't have much use for, and that's the shotty. But even then that's not because it's a bad weapon, just that I like my accuracy in the early game. All other weapons I find very useful and if any complaint can be made against them, it would be that they're all too damn cheap. I wouldn't mind playing a mod that quadrupled the price of everything.

Anyhow, I don't really see your point RAKninja. Why exactly does 1HKO = unbalanced? Especially when both teams have their fair share of quick kills.
Title: Re: 1HKOs
Post by: Qrntz on July 06, 2011, 02:23:50 am
There's only one weapon I don't have much use for, and that's the shotty.
I am dissapoint. :(
Shotgun is equal to MD at close ranges while being cheaper and having a bigger clip. That's why it's my most used weapon after the rifle.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 06, 2011, 03:18:57 am
Railgun was insta-kill w/o any armor.
If you know how to use rocket launcher, it's also an insta-kill.

Not sure what the point of your post is, because there are no "1 hit KO" weapons in Tremulous. Each attack can be dodged in a different way, and if you're dying a lot it generally means you don't understand the game mechanics of GPP. Following your logic, if you see a dretch with 5 HP and you shoot it with your rifle, the rifle becomes a "1 hit KO" weapon.
you need to play q3 again.  both require two hits.  this is why you get a "medal" for two direct railshots in a row.  granted it's two hits to kill from a fresh spawn, but it makes a difference.

"1 hit ko" is taken to mean from a fresh spawn, with full HP.  this is why your q3 examples are incorrect, and why rifle does not count as 1 hit ko on a 5hp dretch.

this is something that has been greatly irritating me recently.  most games (including default Q3) have 0 one kit ko weapons.
and unfortunately, just a few relatively simple tweaks will not yield a game balance of Q3's quality. Tremulous' game logic design is seriously flawed from many professional perspectives, and it cannot be significantly helped without designing a new game logic from scratch. (u're not the first one to notice this.)


You'll have to expound upon this. I'm sure that there are some things less than completely balanced about tremulous, but the topic's complaint is far from reasonable. I personally really enjoyed the early Rainbow 6 games (competitively), and COD4's hardcore mode looks quite nice, although I haven't had the opportunity to play it. Both of these games feature 1-hit kill weapons, and the weaker weapons in those settings require 6 hits at most. Another major Q3 game, Urban Terror, features the SR8, which will usually 1-hit kill. The only recent and well-known competitive FPS game that I am aware of that doesn't have any 1-hit kill weapons (I won't count vehicles here I guess) is halo. Of course, I am mostly unaware of commercial games, so forgive me if I missed a few other decent titles.

i think part of this may be because human weapons have a lot of "role overlap".  what do i use for mid to close range combat, a flamer or shotgun?  are the relatively minor advantages of the lasgun different enough from the rifle?  what is the point of the pulse rifle?  (especially as "rocketjumping" is in.... no plasma climbing?)

human weapons tend to come in four dichotomous flavors - mid to close range vs mid to far range, and kills less than mara with one shot vs kills less than mara in more than one shot.  as i said, there is quite a bit of overlap. for example, a shotgun and a MD are indistinguishable at close range.

Kharnov once said that all of the human weapons have overlap, they all do damage. But I find it odd that people keep putting the rifle and the lasgun together as being too similar. Sure, they are the most similar weapons in the game, but the rifle is free, while you actually have to pay credits for the lasgun, which does less damage. I'd take this as evidence that the lasgun's defining feature, that you don't have to reload it, makes a difference. To be fair this is shared with the chaingun, lucifer cannon, and painsaw, but I hardly think you can make a case that those weapons are similar to the lasgun. Finally, I'd like to bring urbanterror up again. The weapons are different in urbanterror, but its weapons are far less varied than in tremulous. Why is having varied weapons even strictly necessary anyways? Necessary for balance?

I won't argue on the flamer. While I disagree with you somewhat, it was subject to a recent buff and I really don't have enough knowledge of the game to give you the best answer. Finally, as a nitpick: the luci can kill adv-goons in 1 shot. Its a BFG.
is this Q3 or R6?  R6, asyou say, is more deadly all around.  if we're taking the "hardcore" or "realistic" approach to damage, please adjust all other weapons and attacks i did not list in my op to be more deadly.  as it stands, either a weapon/attack is super effective, or it flat out takes too long to get a kill. 

yes, all weapons do damage, but that is not overlap.  you'll notice that most weapons do something better than others.  this gives the distinction of, say, a pulse rifle being better for rushing than a lasgun.

also, the luci is a rocket.  q3 BFG was rapid fire.

Anyhow, I don't really see your point RAKninja. Why exactly does 1HKO = unbalanced? Especially when both teams have their fair share of quick kills.
well, humans have at least twice as many possibilities for a oneshot.  that's not balanced.  it's not balanced that some fuck with no ability to aim and a MD can mouseover an egg, and oneshot dretches as fast as they spawn.  it's not balanced in that a team of marginally organised humans can set up a tent at the end of a hall, and with the right weapon setup, be completely unassailable, and kill anything that peeks around the corner (these humans are spamming, not waiting for aliens to show themselves) the very instant a pixel of their hitbox extends past said corner.

it's not balanced that a human has but to buy larmor and a helm and be nearly immune to oneshots, while an alien MUST get a rant (as you guys pointed out, not even adv goon is safe)  i'm not sure about my evo to creds conversion, but that does not look equivalent.

furthermore, it's just not fun.  while someone who can aim and has a MD, like you for example,  might be having a barrel of laughs at their clay-dretch range, it is no fun for someone on the other side.  telling someone to "get better and learn to dodge" is no help, especially against someone who can aim as you do, and kill a dretch with nearly every shot in your MD.
Title: Re: 1HKOs
Post by: /dev/humancontroller on July 06, 2011, 05:28:52 am
surprizingly well-stated. :o
Title: Re: 1HKOs
Post by: /dev/humancontroller on July 06, 2011, 05:35:11 am
if you think the pulse rifle is that lacking in worth, you probably just suck with it.
not at all. however, it cannot be stated that the pulse rifle outperforms the chaingun. furthermore, in reply to
Since the pulse rifle's shots aren't hitscan, you can still manage to hurt things while dodging around if you're in an area heavily packed with aliens and their buildings.
: as if hitscan weapons weren't any more fit for the same case...
Title: Re: 1HKOs
Post by: SirDude on July 06, 2011, 05:49:00 am

I don't think you're using the pulse rifle correctly. With a battery pack, you have the same amount of ammo as a lasgun and a chaingun, while clearly outperforming both weapons. You have the precision of the lasgun due to the lack of spread, and double damage per second. Unlike the chaingun, you don't suffer from absurd amounts of recoil and you can refill it at repeaters since it's an energy weapon. Since the pulse rifle's shots aren't hitscan, you can still manage to hurt things while dodging around if you're in an area heavily packed with aliens and their buildings. That's the point of the pulse rifle: dealing with lots of things in tightly packed areas at variable ranges. It's a rush weapon and it's more versatile than the flamer or painsaw, both of which will not save you from being swarmed by aliens because they don't have the range of the pulse rifle.

I Love the pulse rifle I try to use it all the time, but the fact that you have to reload and that it isnt hit scan means that every shot has far to much worth for what it can dish out. The pulse rifle is mediocre and i find myself just being far more efficient with the lass gun when i am alone or even with a team most of the time.  

if i have to defend myself when being attacked by a mara, its hard to win with a pulse rifle, lass gun makes it a walk in the park most of the time for me. with a goon, the pulse rifle can beat the lass gun but that's if you dont fuck up what soever.

in my opinion the pulse rifle isnt a offensive weapon, its a defense one, and its the best defensive weapon in the game when fighting bigger targets defensively. but the lass gun is just as good if not better as it can kill small targets far faster, start dealing its damage first, more ammo efficient, cheaper, and isn't tho shabby when it comes to the big game.


The pulse rifle's most useful purpose is sniping alien base structures, although it's great up close too.

Kharnov is absolutely right, if you think the pulse rifle is that lacking in worth, you probably just suck with it. I use it often and it's worth 400 creds for sure, though weapon values in this game are really fucked now in the broad scope if you look at the flamer. That shit needs to be changed.


 8)BECAUSE TOTALLY RATIONAL TO ASSUME I SUCK WITH THE PULSE RIFLE JUST BECAUSE I THINK ITS MEDIOCRE8)
Title: Re: 1HKOs
Post by: Plague Bringer on July 06, 2011, 06:02:32 am
RAKninja, while I can completely appreciate your lengthy post and the thought you put into it, there are some glaring faults of logic.


well, humans have at least twice as many possibilities for a oneshot.  that's not balanced.  it's not balanced that some fuck with no ability to aim and a MD can mouseover an egg, and oneshot dretches as fast as they spawn.  it's not balanced in that a team of marginally organised humans can set up a tent at the end of a hall, and with the right weapon setup, be completely unassailable, and kill anything that peeks around the corner (these humans are spamming, not waiting for aliens to show themselves) the very instant a pixel of their hitbox extends past said corner.


You're being incredibly biased. It's perfectly balanced that someone can take potshots at new spawns from an unprotected egg/node. You might say that it's easier for humans to pull this off than it is aliens. Well I say it's easier to defend the bombsite than it is to assault it. Imbalance? No. Alien bases need more attention, it's a fact of the game.


it's not balanced that a human has but to buy larmor and a helm and be nearly immune to oneshots, while an alien MUST get a rant (as you guys pointed out, not even adv goon is safe)  i'm not sure about my evo to creds conversion, but that does not look equivalent.


Humans are more susceptible to oneshots at stages one and two than aliens (assuming even stages). At stage three, I'd say that the amount of oneshot luci kills in any given game are A) negligibly few in number and B) lucky shots. I think that does away with any claims of "imbalance" because one team has "better weapons".


furthermore, it's just not fun.  while someone who can aim and has a MD, like you for example,  might be having a barrel of laughs at their clay-dretch range, it is no fun for someone on the other side.  telling someone to "get better and learn to dodge" is no help, especially against someone who can aim as you do, and kill a dretch with nearly every shot in your MD.


You are mistaking balance with handicap. If this was at the beginning if your post I would've stopped right there because it's such an idiotic statement. Of course it's not fun when you're losing. Nor is it fun when you face an opponent that is A) much better than you or B) better equipped. If you're in a situation where you're being smashed, then it is not solely the fault of "imbalance". Multiple things play in to getting your arse kicked, those being A) joining late B) being outclassed C) being outskilled. If you join late, your bitching is invalidated because the game is stacked against you. If you're outclassed (dretch vs MD) your bitching is invalidated because MDs are better than dretches (oh no, imba, right?). And if you're outskilled, suck it up. The fourth thing that plays in to getting your arse kicked is, of course, imbalance, but I propose that in any dretch vs MD situation, the dretch did something wrong (didn't play to the best of their ability/made a mistake so nerfed their ability) or just isn't good enough.
Title: Re: 1HKOs
Post by: /dev/humancontroller on July 06, 2011, 06:25:49 am
Plague Bringer: u're missing the point. the point isn't that aliens beat humans, nor that humans beat aliens. the point is that the outcome of in-game scenarios is dispersed (http://en.wikipedia.org/wiki/Statistical_dispersion) with respect to invested gaming effort.
Title: Re: 1HKOs
Post by: /dev/humancontroller on July 06, 2011, 08:16:33 am
and before i continue, yes i do know that aliens win slightly more total games.  i think this may be due to the losing human team not knowing when to stop camping and start attacking, as so much human equipment is conducive to camping.
i have a different theory: mostly, n00bs can't handle controlling aliens, so they join the humans.
Title: Re: 1HKOs
Post by: Meisseli on July 06, 2011, 11:41:34 am
Hey, evolve/buy equipment, it's a pretty vital part of the game!
Title: Re: 1HKOs
Post by: Nux on July 06, 2011, 06:21:59 pm
well, humans have at least twice as many possibilities for a oneshot.  that's not balanced.

I don't follow. No matter how many options a human has, he can only pick one of them at a time. Surely, what matters is whether the individual options balance against the enemy's, taking into account the cost of each choice and the situations where the weapon is effective. Also I feel as though aliens have plenty enough choice when it comes to movement around the map which the much slower humans don't have so much control over.

So far, you have only given examples that are already out of the aliens favour for reasons outside game balance, as Plague Bringer has said. I still don't see an inherent problem with the high-risk scenarios that high-damage weapons create (in fact, that's what makes tremulous exciting).

furthermore, it's just not fun.  while someone who can aim and has a MD, like you for example,  might be having a barrel of laughs at their clay-dretch range, it is no fun for someone on the other side.  telling someone to "get better and learn to dodge" is no help, especially against someone who can aim as you do, and kill a dretch with nearly every shot in your MD.

I must admit, I do enjoy the "clay-dretch range". I also enjoy facing such an opponent who makes me work hard as a dretch. In any case, I'm happy to recieve your compliments and I'm sorry if I've annoyed you with my frequent use of the massdriver.
Title: Re: 1HKOs
Post by: F50 on July 06, 2011, 08:55:32 pm
I should also point out that the MD is a counter for dretches. It has very low DPS and does all of its damage in bursts. Besides dretches and basilisks, which are suseptible to that kind of attack, the only advantage that the MD has against a rifle is that it does its damage in bursts (which, depending on how you aim, could potentially be a bad thing), and that comes at a cost of 15 DPS. Yes, counters should tend to win against the thing it is supposed to counter.

devhc, I still don't understand what you are saying, because you are not saying anything with sufficient verbosity. As long as the "disperson" is similar for humans and aliens, or as long as the dispersons works out to be mostly even, balance should be maintained. Its possible I've misjudged your definition of effort, but you need to make.

Rakninja, I enjoy using goons and marauders (although admittedly, more marauders than goons) to take out lucifer cannons. Yes, I can be oneshotted, but that doesn't mean the fight is imbalanced. In fact, against all but the most skilled opponents who have learned to predict marauder movement well, I find adv marauder has a significant advantage in a 1vs1 vs a lucifer cannon. The ability to be oneshotted means nothing. Please, explain how oneshots are unbalanced (or prove me wrong in a series of 1vs1s mara+/goon+ vs luci).

For those of you who are clay-dretches (and I have been this myself, and recently), you have to think more tactically. If there is a massdriver sitting at the end of a hall, you have three choices: do some l33t dodging (potentially in a group with other dretches), wait for a non-dretch to go first, or don't go down that hall. If you choose the latter, you have two choices, you can sit at your end of the hall, and wait until a human comes your way, giving you the advantage (you probably won't have to wait long), or you can go fight in another part of the map.Remember, humans tend to have the advantage in hallways, you have the advantage of surprise (in s1), and prefer to begin an engagement at shorter range. If you're being a clay dretch, its because you think you are better than your MD opponent, or because you're not thinking tactically. Try to engage enemies when you have the upper hand, and not when your position is weak. The advantage of terrain means a lot in tremulous (and GPP more so). Taking out s1 MDs as a dretch is easier than taking out shotguns, if you engage them at short range, as has already been pointed out.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 06, 2011, 09:23:15 pm
RAKninja, while I can completely appreciate your lengthy post and the thought you put into it, there are some glaring faults of logic.

You're being incredibly biased. It's perfectly balanced that someone can take potshots at new spawns from an unprotected egg/node. You might say that it's easier for humans to pull this off than it is aliens. Well I say it's easier to defend the bombsite than it is to assault it. Imbalance? No. Alien bases need more attention, it's a fact of the game.

Humans are more susceptible to oneshots at stages one and two than aliens (assuming even stages). At stage three, I'd say that the amount of oneshot luci kills in any given game are A) negligibly few in number and B) lucky shots. I think that does away with any claims of "imbalance" because one team has "better weapons".

You are mistaking balance with handicap. If this was at the beginning if your post I would've stopped right there because it's such an idiotic statement. Of course it's not fun when you're losing. Nor is it fun when you face an opponent that is A) much better than you or B) better equipped. If you're in a situation where you're being smashed, then it is not solely the fault of "imbalance". Multiple things play in to getting your arse kicked, those being A) joining late B) being outclassed C) being outskilled. If you join late, your bitching is invalidated because the game is stacked against you. If you're outclassed (dretch vs MD) your bitching is invalidated because MDs are better than dretches (oh no, imba, right?). And if you're outskilled, suck it up. The fourth thing that plays in to getting your arse kicked is, of course, imbalance, but I propose that in any dretch vs MD situation, the dretch did something wrong (didn't play to the best of their ability/made a mistake so nerfed their ability) or just isn't good enough.
first paragraph - spawn into new game.  gotta get the drop on someone so you are not vulnerable dretch long.  doh, there was a human at the end of that hall.  spawn again.  hmmm, that human has killed ALL my teammates, looking at the killspam, better flank him.  oh, wait, the hall he's at the end of only has one other approach, another long hall he has but to flick his wrist to cover.  oh great, HIS team has reached him, and one of them got me.  spawn as dretch.  hey wait, someone got creds enough for SG or MD and is camping the eggs, i spawn than instantly am 3rd in the que again, shame on me for not giving the base as much attention as it needs!

second paragraph - more susceptible?  are you forgetting that human weapons have range?  are you forgetting SG, MD (one hit for dretches, 2 for basi) PS (not "one shot" but damn near instant under mara at least) are all s1 weapons?  are you forgetting that it takes about a seconds worth of riflefire to kill a dretch?  are you forgetting that humans have a specific target to hit, but aliens take the same damage everywhere?  

third paragraph.  i have fun while losing.  so long as the battle is a hard fought one.  when both teams reach s3 and there is no one single player on either side carrying the rest of the team, that's a good game to me.  win or loss does not matter.

the dretch did something wrong?  by spawning?  i dont follow your logic there.  i also dont get "outclassed" as even a bsuit can dodge faster than a dretch can move.

Hey, evolve/buy equipment, it's a pretty vital part of the game!

it's not balanced that a human has but to buy larmor and a helm and be nearly immune to oneshots, while an alien MUST get a rant (as you guys pointed out, not even adv goon is safe)  i'm not sure about my evo to creds conversion, but that does not look equivalent.

well, humans have at least twice as many possibilities for a oneshot.  that's not balanced.

I don't follow. No matter how many options a human has, he can only pick one of them at a time. Surely, what matters is whether the individual options balance against the enemy's, taking into account the cost of each choice and the situations where the weapon is effective. Also I feel as though aliens have plenty enough choice when it comes to movement around the map which the much slower humans don't have so much control over.

So far, you have only given examples that are already out of the aliens favour for reasons outside game balance, as Plague Bringer has said. I still don't see an inherent problem with the high-risk scenarios that high-damage weapons create (in fact, that's what makes tremulous exciting).

furthermore, it's just not fun.  while someone who can aim and has a MD, like you for example,  might be having a barrel of laughs at their clay-dretch range, it is no fun for someone on the other side.  telling someone to "get better and learn to dodge" is no help, especially against someone who can aim as you do, and kill a dretch with nearly every shot in your MD.
I must admit, I do enjoy the "clay-dretch range". I also enjoy facing such an opponent who makes me work hard as a dretch. In any case, I'm happy to recieve your compliments and I'm sorry if I've annoyed you with my frequent use of the massdriver.
how about this situation, as i've been seeing it quite a bit recently.  you say that choosing one option limits you.  sure it does, till you get a teammate.  how to overcome MD being too accurate for up close work?  bring a buddy with a SG, that way, nothing short of a goon can stop you, and it better be a fairly decent goon at that.  you two will kill perhaps even maras with one shot each... no more than two.  and those are s1 weapons.  add in helmet and larmor, you're pretty much invulnerable except running out of ammo, or any good goons that happen to be playing. at least until something you cannot oneshot - the tyrant, is available.

movement - i've bitched about this before.  with the correct application of the luci, and medpack (preferably on a bsuit so you conserve max HP) you can lucijump.  lucijumping might actually beat out alien manoeuvrability - to doesent fuck your view up disoriently, like wallwalk.  it's faster than pounce, or any other form of alien movement.  oh, and dont forget about the jetpack, giving humans complete mobility in a 3d area of space, unlike wallwalk, goon pounces, trample, and mara hop.  oh yea, and humans can dodge at 1000 ups.  that's 400 more ups than dretch runspeed, and 200 more ups than a dretch can make his first strafejump (admittedly, i havent even attempted a circlejump, the distorted FoV fucks me up)

and nux, you dont annoy me much.... just kill the damn egg and get it over with.


f50, i'm not going to quote your post, so bear with me.

if MD is "counter" for dretches, as you say, this is very flawed game design. you do not need a "counter" for basic equipment.  what's the counter for a naked human?  oh, yea, ANYTHING.

so you like maras.  i can and have killed luci wielders with a basi.  and yes, the fight is unbalanced.  they are using s3 gear, you - at best - are a s2 alien.  a oneshot there, especially from a luci, is acceptable (it's just that deceptive splash that gets my goat).

if you do not know how oneshots are unbalancing, i invite you to play some team CTF in q3.  not with me, mind you, i'm too rusty in q3... i'll keep trying to wallwalk and shit.  but do it.  play spaceCTF exclusively for a couple hours, for a couple of days.  THEN you'll realise why oneshots are imbalancing.

oh, and as to your advice on flanking, see my above example to plague bringer.  many (if not most) maps have at least one hallway where it is next to impossible to dislodge camping humans.

again i declare my point.  trem is not fun when you feel like you are playing with a bunch of oneshotting aimbotters.  (yes, i know, i'd be amazed if someone bothered to actually use an aimbot, but still, you have fux like nux...)
Title: Re: 1HKOs
Post by: Plague Bringer on July 06, 2011, 10:50:14 pm
Quote from: RAKninja
if you do not know how oneshots are unbalancing, i invite you to play some team CTF in q3.  not with me, mind you, i'm too rusty in q3... i'll keep trying to wallwalk and shit.  but do it.  play spaceCTF exclusively for a couple hours, for a couple of days.  THEN you'll realise why oneshots are imbalancing.

First of all, I want you to drop the comparisons with other games (Q3). Tremulous is not Q3, and it is not even similar to Q3 (unless you consider having teams and guns a similarity). You cannot tell me that X in Y game is imbalanced, therefore X in inherently imbalanced in games A, B, and Z, too. It simply does not work that way.

first paragraph - spawn into new game.  gotta get the drop on someone so you are not vulnerable dretch long.  doh, there was a human at the end of that hall.  spawn again.  hmmm, that human has killed ALL my teammates, looking at the killspam, better flank him.  oh, wait, the hall he's at the end of only has one other approach, another long hall he has but to flick his wrist to cover.  oh great, HIS team has reached him, and one of them got me.  spawn as dretch.  hey wait, someone got creds enough for SG or MD and is camping the eggs, i spawn than instantly am 3rd in the que again, shame on me for not giving the base as much attention as it needs!

There are plenty of things in this situation that have resulted in alien team losing, and the category that they fall under is not "imbalance", it's "human error". AKA fucking up AKA outclassed AKA outgunned AKA not good enough AKAnotu. If "that human" has killed every single one of your teammates, your teammates fucked up. By the time they get an MD you should have a mara or a goon. If you didn't, it's because you sucked. Not because rifle vs dretch is imba. The same goes for humans. If you don't have shotguns by goon, you sucked. No, it's not about oneshotting, it's about killing potential. You'll find that the MD's is minimal, and the goon's is high. Yes, it is unfortunate when you are the player meant to carry your team, but your teammates contribute too much to helping the enemy so you get into a situation where you get outgunned, but that is not "imbalance". That is "your team sucks". Quit trying to blame shitty playing on imbalance.


Quote from: RAKninja
second paragraph - more susceptible?  are you forgetting that human weapons have range?  are you forgetting SG, MD (one hit for dretches, 2 for basi) PS (not "one shot" but damn near instant under mara at least) are all s1 weapons?  are you forgetting that it takes about a seconds worth of riflefire to kill a dretch?  are you forgetting that humans have a specific target to hit, but aliens take the same damage everywhere?

I have been one shotted by a goon more than an MD or shotty. Also, stop bitching about 2 shot basis or one second of fire if you argument is supposedly about one shot imbalance. Either bitch about one shot imbalance or bitch about high damage output weapons, but not both. You're confusing your arguments and weakening them. "Oh, oneshots are imba, and the evidence I'm going to use for this is 2shot basis." That's bullshit.

No, I'm not forgetting that humans have range. Are you forgetting that, when playing aliens, the goal is to stay out of sight until you can bite them?

Also, you're assuming that "different" is inherently bad. Yes, humans and aliens have different hitboxes. Yes, that could lend itself to imbalance. Does it? No. Much of your argument is based on playing classes poorly. Dretches should not rush down halls at anything. Basilisks should not be seen. The marauder is the first pure offense class after the dretch, and even then it's more powerful as a base race weapon. Goons are an extremely potent oneshot weapon. I'd say they're more effective than the MD, because as you've said the MD can oneshot only one class (weapon), whereas the goon has the potential to one shot any weapon the human has.


Quote from: RAKninja
third paragraph.  i have fun while losing.  so long as the battle is a hard fought one.  when both teams reach s3 and there is no one single player on either side carrying the rest of the team, that's a good game to me.  win or loss does not matter.

the dretch did something wrong?  by spawning?  i dont follow your logic there.  i also dont get "outclassed" as even a bsuit can dodge faster than a dretch can move.

If you join an in-progress game, you're at a disadvantage. That's what i said. If you join an in-progress game, you can't expect balance to be had. You're outgunned. Also, if you suck, you can't expect balance to be had. You're outskilled.

To end: you're aware that certain tactical decisions (pushing up a hall as opposed to an open space) lend themselves to certain teams, right? And that certain tactical decisions are better than others? That an MD will have a hay day in arachnid halls but not in the tighter areas? That not every situation is good for every weapon or alien? If you play your alien or weapon right, you'll learn that just because the human has the potential to one-shot doesn't mean he will. The MD can oneshot only one alien, and the luci can oneshot only when given time. You're bitching about two weapons being OP because A) you confront them in situations that aren't favorable to you, or B) your opponent is lucky and kills you in a situation that should be favorable to you. Both of those things happen in every game (and real life). They are facts that you need to get used to. Learn the game, and play to the strengths of your class - oneshots won't matter.
Title: Re: 1HKOs
Post by: Nux on July 06, 2011, 11:06:31 pm
I apologize if I repeat anything that Plague says, this was a long post and he got inb4 me.

first paragraph - spawn into new game.  gotta get the drop on someone so you are not vulnerable dretch long.  doh, there was a human at the end of that hall.  spawn again.  hmmm, that human has killed ALL my teammates, looking at the killspam, better flank him.  oh, wait, the hall he's at the end of only has one other approach, another long hall he has but to flick his wrist to cover.  oh great, HIS team has reached him, and one of them got me.  spawn as dretch.  hey wait, someone got creds enough for SG or MD and is camping the eggs, i spawn than instantly am 3rd in the que again, shame on me for not giving the base as much attention as it needs!

Seems to me you could just as easily apply the same logic to the reverse situation where you used ambush and hit+run tactics on the rushing humans taking full advantage of the aliens speed, healing and decentralised upgrades and fed off their feeders. Aliens don't have to come out from the safety of their base and a corner camping alien has the advantage over the human. I will admit that it's slightly harder to win a fast game as alien but that's only because to do so requires teamplay that would actually trump good aim. Teamplay changes everything and sadly you on't see it enough in public games.

second paragraph - more susceptible?  are you forgetting that human weapons have range?  are you forgetting SG, MD (one hit for dretches, 2 for basi) PS (not "one shot" but damn near instant under mara at least) are all s1 weapons?  are you forgetting that it takes about a seconds worth of riflefire to kill a dretch?  are you forgetting that humans have a specific target to hit, but aliens take the same damage everywhere?  

You seem to be forgetting how tiny, nimble and hard hitting aliens are as well. Range is all the humans really have over aliens, so I wouldn't be surprised that it's a big factor in how well they perform. Your job as the alien is to limit encounters to close range encounters and the alien classes are quite adept at that task.

the dretch did something wrong?  by spawning?  i dont follow your logic there.  i also dont get "outclassed" as even a bsuit can dodge faster than a dretch can move.

Funny you should say that because I find bsuits quite susceptible to dretch attacks despite the fact that the battlesuit costs so much and the dretch doesn't cost at all. I'm not saying that an individual bsuit vs a single dretch is much for the bsuit to fret over, or that he'd do better if he were in light armour. I'm saying that for the human's strongest form against the aliens weakest, the dretch can do quite a lot more than say matching up a tyrant and a naked rifleman. The tyrant would dominate the situation even in range because of it's speed, yet the battlesuit can easily be pestered by a peek-a-boo dretch.

how about this situation, as i've been seeing it quite a bit recently.  you say that choosing one option limits you.  sure it does, till you get a teammate.  how to overcome MD being too accurate for up close work?  bring a buddy with a SG, that way, nothing short of a goon can stop you, and it better be a fairly decent goon at that.  you two will kill perhaps even maras with one shot each... no more than two.  and those are s1 weapons.  add in helmet and larmor, you're pretty much invulnerable except running out of ammo, or any good goons that happen to be playing. at least until something you cannot oneshot - the tyrant, is available.

What you are talking about is teamwork and you seem to be suggesting the aliens can't just as easily gang up on a human.

movement - i've bitched about this before.  with the correct application of the luci, and medpack (preferably on a bsuit so you conserve max HP) you can lucijump.  lucijumping might actually beat out alien manoeuvrability - to doesent fuck your view up disoriently, like wallwalk.  it's faster than pounce, or any other form of alien movement.  oh, and dont forget about the jetpack, giving humans complete mobility in a 3d area of space, unlike wallwalk, goon pounces, trample, and mara hop.  oh yea, and humans can dodge at 1000 ups.  that's 400 more ups than dretch runspeed, and 200 more ups than a dretch can make his first strafejump (admittedly, i havent even attempted a circlejump, the distorted FoV fucks me up)

I wouldn't compare short bursts of movement which reduce health/stamina with the constant high speeds aliens achieve. There's an outright winner in that match-up.

and nux, you dont annoy me much.... just kill the damn egg and get it over with.

I don't spawn camp needlessly. I do spawncamp, but only until I'm sure it's safe to kill off the egg. If I didn't do this then I would find myself reloading when a dretch spawned and suddenly I'm the one at risk in the alien's home turf.
Title: Re: 1HKOs
Post by: Meisseli on July 06, 2011, 11:17:05 pm
You seem to have a lot of words, and I tried reading half of them, but got bored seeing as they didn't seem to have much content at all.

You should change the topic name to "Dretch sucks", since 75% of the topic seems to be whining about it, and how lucifer cannon/massdriver one-shots dretches or such. Oh noes, evolve.

There's a reason there exist such things as tyrants and lucifer cannons, and it's called staging. You get a new stage, you get better equipment to be able to finish the game. That's another pretty vital part of the game. If you try to compare s1 weaponry with s3 weaponry and find the former lack in power, don't be surprised. It's how the game works, and it makes me pretty confused why you haven't noticed it earlier.
Title: Re: 1HKOs
Post by: Menace13 on July 07, 2011, 01:34:20 am
Oh noes, evolve.
/thread
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 07, 2011, 01:23:34 pm
First of all, I want you to drop the comparisons with other games (Q3). Tremulous is not Q3, and it is not even similar to Q3 (unless you consider having teams and guns a similarity). You cannot tell me that X in Y game is imbalanced, therefore X in inherently imbalanced in games A, B, and Z, too. It simply does not work that way.


There are plenty of things in this situation that have resulted in alien team losing, and the category that they fall under is not "imbalance", it's "human error". AKA fucking up AKA outclassed AKA outgunned AKA not good enough AKAnotu. If "that human" has killed every single one of your teammates, your teammates fucked up. By the time they get an MD you should have a mara or a goon. If you didn't, it's because you sucked. Not because rifle vs dretch is imba. The same goes for humans. If you don't have shotguns by goon, you sucked. No, it's not about oneshotting, it's about killing potential. You'll find that the MD's is minimal, and the goon's is high. Yes, it is unfortunate when you are the player meant to carry your team, but your teammates contribute too much to helping the enemy so you get into a situation where you get outgunned, but that is not "imbalance". That is "your team sucks". Quit trying to blame shitty playing on imbalance.


I have been one shotted by a goon more than an MD or shotty. Also, stop bitching about 2 shot basis or one second of fire if you argument is supposedly about one shot imbalance. Either bitch about one shot imbalance or bitch about high damage output weapons, but not both. You're confusing your arguments and weakening them. "Oh, oneshots are imba, and the evidence I'm going to use for this is 2shot basis." That's bullshit.

No, I'm not forgetting that humans have range. Are you forgetting that, when playing aliens, the goal is to stay out of sight until you can bite them?

Also, you're assuming that "different" is inherently bad. Yes, humans and aliens have different hitboxes. Yes, that could lend itself to imbalance. Does it? No. Much of your argument is based on playing classes poorly. Dretches should not rush down halls at anything. Basilisks should not be seen. The marauder is the first pure offense class after the dretch, and even then it's more powerful as a base race weapon. Goons are an extremely potent oneshot weapon. I'd say they're more effective than the MD, because as you've said the MD can oneshot only one class (weapon), whereas the goon has the potential to one shot any weapon the human has.

If you join an in-progress game, you're at a disadvantage. That's what i said. If you join an in-progress game, you can't expect balance to be had. You're outgunned. Also, if you suck, you can't expect balance to be had. You're outskilled.

To end: you're aware that certain tactical decisions (pushing up a hall as opposed to an open space) lend themselves to certain teams, right? And that certain tactical decisions are better than others? That an MD will have a hay day in arachnid halls but not in the tighter areas? That not every situation is good for every weapon or alien? If you play your alien or weapon right, you'll learn that just because the human has the potential to one-shot doesn't mean he will. The MD can oneshot only one alien, and the luci can oneshot only when given time. You're bitching about two weapons being OP because A) you confront them in situations that aren't favorable to you, or B) your opponent is lucky and kills you in a situation that should be favorable to you. Both of those things happen in every game (and real life). They are facts that you need to get used to. Learn the game, and play to the strengths of your class - oneshots won't matter.

fist statement is laughable.  you DO realise that the humans are basically just reskinned q3 weapons for the most part..... right?  you do see that little console message now in again telling you you might have "built ioquake3 with a buggy compiler"... right?  how is trem different than vanilla q3?  you have to charge the rocket launcher.  the plasma rifle does not have splash. you can only zoom with the railgun.  you have to reload most things.  you get a flamethrower instead of a grenade launcher.  buildables.  armor does not decrease.  aliens have a wide range of HP.... but no armor.  wallwalk.  location based damage.  oh, a dodge button.  i think that's about it.  the weapons are for the most part the same. 

but let's not get any further distracted from the issue of my main post, one hit kills.  brings me to your second textblock.  perhaps you've never played a game where most of the human team camps.  perhaps you do not know how many maps have a hallway too long for "human sense" to work, but definitely not too long for bullets.  never ever turned a corner into instant death.  and i do mean instant.  as for goons, isnt buying a good roughly equal to buying a chaingun and larmor?  so would it not expect goon to have more "killing potential" than a MD, which should be equal to mara, right?

i was throwing those numbers as a reference.  i think 2 shot kills on basi is good.  how it should be for dretch.  i wouldent mind those 2-shots getting bumped up to three for adv though.  you are confusing my argument, as you keep flying further and further afield of the subject.

so what is it? dretches should never run down the hallway, or dretches are "the first attack class, then mara"?  how do i accomplish my "goal of not being seen" when the humans are s2+ and all have radar that's actually a little better than mine?  on a side note, you severely underestimate friend basi. basi can be a terror prior to s3, and even against a goodly number of s2 gear configs.

funny you should bring up arachnid.  that's a well designed map, in that everywhere has about three ways in and out, if not more.  much easier to flank campers than say, at the elbow bend to the alien's front at karath, or the long hall at nievius.  or all of drift.  yea, i mangled the map names.

different is not bad.... if they are comparable.  basically, i'm looking for the same end result with the same expenditure of credits and evos. this is why i think tyrant vs lucisuit is balanced. luci can kill crowds of clustered dretches, tyrant can kill crowds of clustered nakeds.  bsuit can take a couple direct hits from a tyrant, tyrant can take a couple of direct hits from a luci.

and your big long post had next to nothing to do with why you think oneshots are a vital gameplay element that should be preserved.  again, for a third time, i say that they are bad game design and unfun.  perhaps it works in other engines, but not q3.  they separated the instagib servers into a different gametype for a reason.

nux - i'll save space and only respond to what is relevant, without quotes.

tell me, how would you have handled what was happening that morning in nivius, where you were camping our eggs (and was most of the way there to do it by the time i even loaded ingame)>  i'd be interested to know, especially as i, sadly, was the best player on the alien team.  spawning as a dretch only to instantly be MD'ed is no fun, and there is no way around it that i could see from our time together there.  my teammates did nothing but feed harder than me, i at least could get to cover once in a while.

about dretch and bsuit.  the dretch can harrass, but i doubt he'll make the kill.  more than likely the suit will pop medkit and run back to base.  irritating, i suppose.  less so than waiting in a spawn queue and providing free creds.

the aliens cannot "gang up" in a manner similar to the SG-MD team i described.  as SG and MD are two of the 1HKO weapons i'm complaining about, you'd need two goons or two tyrants.  in general practice, big aliens like that make teamkills trying to do such a "gang up"  this is also why friend basi gets teamkilled so much.  yes humans can teamkill each other, it is easier, for me mind you,  to miss my partner when he is across the room from me, and not colliding with me in my face rushing to get the kill.

short bursts of movement are all that count.  steady speeds are easy to aim at.  a short burst of speed can also put you outside of the range of something with a lower but more consistent max speed... and a melee only restriction.  health and stamina are rarely an issue.

kill the egg anyway, man.take the death to give the illusion of a chance... it's more fun for the other side that way, especially when you have the entire team dead to rights, single handledly.  i get the idea - you aim like a machine with the mass driver.  noo need to rub my face all into it =D

meisseli, i do believe the point was in the half of the post you didnt read, specifically the quote i quoted to you.  i dont particularly like ANY oneshots, not even the few possible with the alien team.  i am more ok with tyrant and direct luci hits oneshotting fresh spawns.  i think luci splash needs to be toned down some, and have its area match it's visible effect.  what i consider even more unbalanced than oneshots in general is that humans can buy larmor and a helmet and be immune to them, while aliens must evolve into a tyrant for the same protection.  and this is discounting all of the weapons that kill in less than a second, but more than one shot.  that is the short version of the thread with all the proprietary, confusing, bullshit cut out.  got that?  RAK does not like oneshots.  period.
Title: Re: 1HKOs
Post by: Nux on July 07, 2011, 02:04:01 pm
tell me, how would you have handled what was happening that morning in nivius, where you were camping our eggs (and was most of the way there to do it by the time i even loaded ingame)>  i'd be interested to know, especially as i, sadly, was the best player on the alien team.  spawning as a dretch only to instantly be MD'ed is no fun, and there is no way around it that i could see from our time together there.  my teammates did nothing but feed harder than me, i at least could get to cover once in a while.

I would make a good guess and say I'd enjoy the challenge like I normally do when I'm playing tremulous and be happy to see a skilled human team in a public game. Of course I might get a little frustrated, though not at the game itself but at my own ability/inability. If my team does thier best then I don't mind them being less than good, I'll only get frustrated at them if I see something blatantly stupid/dickish.

I would be interested to know when this game was so I can have a look at the demo, and see what you mean.

Finally, I wouldn't say bursts of movement is all that counts. Between fights, it's very useful and important that the aliens are able to cross the entire map in such a short time compared to humans, which gives the decision on how to engage an enemy in the hands of the aliens a lot of the time (if they actually take advantage of it). When actually in combat, sure bursts count more but I wouldn't say the humans have the aliens beat there either.
Title: Re: 1HKOs
Post by: Meisseli on July 07, 2011, 02:14:05 pm
There's only one one-hit kill weapon for the humans, the lucifer. You are wrong about needing a tyrant to survive it, marauder with the agility and walljumping is very much enough. You need to be quite a skilled lucifer wielder to be able to hit a well-moving marauder. Also, it is very rare for a lucifer cannon to one-shot a goon+, since you need pretty much a perfect timing, lucifer's max damage being 255. It in general doesn't happen. That being said, dretches are the bane of lucifers, just stay on ceilings and try to attack from walls and you will survive very well, usually being able to both poison and get 2-3 hits in.

If you really think aliens can't "gang up", watch any scrim (http://dl.dropbox.com/u/18542862/demos/cad1.dm_70) and you'll see that it is very much possible with every class available. It tends to happen quite often in public games as well. I at least constantly get dretch-stormed on the official servers, or have to try to survive 2-3 goons/marauders/basilisks at once. (You can skip 17 minutes of basically nothing in the demo with a demo.cfg (http://pastebin.com/WH7iMsyr).)
Title: Re: 1HKOs
Post by: Plague Bringer on July 07, 2011, 04:19:47 pm
Quote
"BLAH TREM AND Q3 ARE THE SAME GAME BECAUSE THE SAME ENGINE LOL"]fist statement is laughable.  you DO realise that the humans are basically just reskinned q3 weapons for the most part..... right?  you do see that little console message now in again telling you you might have "built ioquake3 with a buggy compiler"... right?  how is trem different than vanilla q3? 1 you have to charge the rocket launcher. 2 the plasma rifle does not have splash. 3 you can only zoom with the railgun. 4 you have to reload most things. 5 you get a flamethrower instead of a grenade launcher. 6 buildables. 7 armor does not decrease. 8 aliens have a wide range of HP.... but no armor. 9 wallwalk. 10 location based damage. 11 oh, a dodge button. (AND PLENTY FUCKING MORE. i think that's about it.  the weapons are for the most part the same.

I suppose Mass Effect (http://en.wikipedia.org/wiki/Mass_Effect), Gears of War (http://en.wikipedia.org/wiki/Gears_of_War) and Mortal Kombat vs. DC (http://en.wikipedia.org/wiki/Mortal_Kombat_vs._DC_Universe) are all roughly the same, too, right? After all, they're all on the Unreal 3 (http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games) engine.

We have a rifle, yes. We have a sniper rifle, yes. We have a "rocket launcher" and a plasma rifle, yes. We have a melee weapon, yes. Are you saying that these things are 100% perfectly equivalent to their vanilla Q3 "counterparts"? That they have retained their damage values, fire rates, ranges, accuracies, and balances and imbalances from the original game? I missed the memo that any game with these weapons is similar to Q3. Is there an email going around? Should I check my community flier? Notice board? Call up the town Crier? Call the Prime Minister? The President? The Queen? Wait... Half Life has these weapons (even the grenade laucher!). And bi-pedal aliens just like Q3, too! Oh my God, it makes so much fucking sense now. Half Life is Q3.

I'm done here. I can't listen to your ridiculous preaching about Tremulous and Quake 3 being "roughly the same game". The weapon choice is slightly comparable. The weapons are not.

(http://content.bored.com/photos/11230794-large.jpg)
Title: Re: 1HKOs
Post by: Anonymoose on July 07, 2011, 04:30:13 pm
If you really think aliens can't "gang up", watch any scrim (http://dl.dropbox.com/u/18542862/demos/cad1.dm_70) and you'll see that it is very much possible with every class available. It tends to happen quite often in public games as well. I at least constantly get dretch-stormed on the official servers, or have to try to survive 2-3 goons/marauders/basilisks at once. (You can skip 17 minutes of basically nothing in the demo with a demo.cfg (http://pastebin.com/WH7iMsyr).)

A dretch storm is the only real way aliens can gang up, in all other alien classes having teammates around you while fighting is a hindrance. Dretches are fast and don't accidentally hit teammates but try and fight alongside a teammate with any other class and you will generally do better without your teammate getting in the way, bleeding you, blocking your pounces, stuffing up your maneuvers etc...
Title: Re: 1HKOs
Post by: Nux on July 07, 2011, 04:59:18 pm
Yes, bad teammates are a hindrance. Sadly this is a team game and what teammates you have matters. Still, there are things you can do to work well with your team no matter how bad they are. For example, you can still 'gang up' when going down risky hallways to minimise the chance you're hit even if you don't actually attack the enemy while your stupid team is busy being stupid. When attacking it's actually advisable you don't all go for the same target at the same time, but instead wait for a fleeing teammate to be chased and strike in that gap then retreat to your friends just as the previous guy did. Aliens work very well with this hit and run tactic and you'll see it used by any clan worth thier salt.
Title: Re: 1HKOs
Post by: Dracone on July 07, 2011, 06:14:00 pm
Just because hitting your teammates becomes a possibility in gang attacks with larger classes doesn't mean you shouldn't gang up anyways. The way that's being brought up here, it's just an excuse for not knowing how to properly maneuver yourself around the location and the players in the combat situation, as well as having no confidence in accuracy. And anyone who's played Trem for a decent amount of time with their eyes open SHOULD know this. Watch a scrim with clans that are good sometime, and you'll see that people can easily throw 4 goons at a human group and none of the goons end up hitting anyone else. Granted, it is sometimes a better strategy to hang back and NOT attack, even while between enemies and in range, if only to allow the scenario to settle down so you have better chances of cleaning up. But I've found this to be extremely rare.

I will say this, however: Based on location, there's a breaking point (in PUBLIC games) at which the potential for the aliens to win combat situations goes down with every additional alien that joins the team and goes out of his base. The aliens DO require space, while the humans do not. More humans means more potential to kill and win. This applies only to public games only though in which it's a hopeless endeavor to control the movements of the entire large team. In a scrimmage or match, you have no excuse for not organizing your team in such a way that you can still kill a group of 8-10 humans, or more.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 07, 2011, 10:48:48 pm
i'll do away with quotes as they are taking up too much space, just scan for your name.

nux:

 twas a day or so before creating the topic i think, early morning CST like 4-5 AM.  was no more than 8 players in the game  i think i might have been bubble crab at the time, i change names so much it's hard to keep track.  you and coco, i think it was, camped our eggs out from start to finish against me and one or two other random whitenames.  as for movement, in big maps, i agree.  in smallish maps, it is a non-issue.  i also hold move value in combat performance over crossing the map quickly.

meisseli:

 there is also the shotgun, massdriver, and not instant but still close: the flamer and painsaw.  also, a clan scrim might as well be considered a seperate gametype for all the relation it has to a public game.  in a clan game you have a level of teamwork and cohesion that is flatly not possible in the vast, vast majority of public games you will play.

plague bringer:

 no, yes, and no, respectively.  mass effect and mk vs dc are both total conversions of the engine, not "just a mod".  oh yes, transformers: war for cybertron is also thinly disguised UT.  trem weapons are not 100% reskinned copies of vanilla q3 weapons.  you might have missed the qualifier "slightly modified" that i used when referring to trem weapons as default q3 weapons.  aside from slight tweaks, yes our weapons are nearly identical to q3 weaponry.  any other perceived differences are not in the weapons themselves, but in the targets.  in vanilla q3 you are targeting other players with 200 max hp, and armor that protects more as you have more, up to a max of 200.  in trem you are fighting against aliens with scaling HP from 25 to 350 with no armor.  thus, a rocket launcher that kills a default q3 fresh spawn in two shots will oneshot anything less than a mara. 

as to half-life being q3, you should learn the development history of the source engine.  source is really nothing more than reverse engineered q3 with a few extras added in.  that aside, wanna stick to the subject?  i understand you feel attached to trem, but there really is no reason to get insulting and juvenile because i voiced my opinion and made a suggestion.  if you are truly so offended that you feel you must make personal attacks, perhaps you need to take a break from the internet for a little while.

anonymoose:

 exactly.  it's not so much i am worried about killing my teammates, it is that i am worried about them killing/bleeding me.  i've been killed a few seconds after all combat has ended by overenthusiastic teammates on more than one occasion.  i just roll with it as basi, part of the class, but as a rant it is quite.... irritating.

dracone:

 aside from what i said to moose, i am not a member of, nor do i plan to ever be a member of, a clan.  i have no interest in dealing with clan servers or watching clan games. i am more than willing to work with my team on US1.  all this "ganging up talk" is besides the real point of "RAK does not like 1HKOs"
Title: Re: 1HKOs
Post by: Nux on July 08, 2011, 12:35:09 am
This (http://www.2shared.com/file/ijhKE8uh/Nux1HKOs.html) seems to match your description. If this is the game you mean then you must be talking about the part at 3:00. If you look at this, I hope you'll appreciate that I am indeed trying to kill the egg when I'm able to.

You seem to be under my crosshair a lot there. >.>
Title: Re: 1HKOs
Post by: F50 on July 08, 2011, 01:14:15 am
I understand you feel attached to trem, but there really is no reason to get insulting and juvenile because i voiced my opinion and made a suggestion.  if you are truly so offended that you feel you must make personal attacks, perhaps you need to take a break from the internet for a little while.
Quote
I'm done here. I can't listen to your ridiculous preaching about Tremulous and Quake 3 being "roughly the same game". The weapon choice is slightly comparable. The weapons are not.

Heh. Dude, that isn't a personal attack, that is him saying that your argument is idotic. He is right. And yes, duty calls (http://xkcd.com/386/).
Title: Re: 1HKOs
Post by: Plague Bringer on July 08, 2011, 07:18:38 am
And yes, duty calls (http://xkcd.com/386/).
That it does.
Title: Re: 1HKOs
Post by: Anonymoose on July 08, 2011, 10:35:34 am
Just because hitting your teammates becomes a possibility in gang attacks with larger classes doesn't mean you shouldn't gang up anyways. The way that's being brought up here, it's just an excuse for not knowing how to properly maneuver yourself around the location and the players in the combat situation, as well as having no confidence in accuracy. And anyone who's played Trem for a decent amount of time with their eyes open SHOULD know this. Watch a scrim with clans that are good sometime, and you'll see that people can easily throw 4 goons at a human group and none of the goons end up hitting anyone else. Granted, it is sometimes a better strategy to hang back and NOT attack, even while between enemies and in range, if only to allow the scenario to settle down so you have better chances of cleaning up. But I've found this to be extremely rare.

I will say this, however: Based on location, there's a breaking point (in PUBLIC games) at which the potential for the aliens to win combat situations goes down with every additional alien that joins the team and goes out of his base. The aliens DO require space, while the humans do not. More humans means more potential to kill and win. This applies only to public games only though in which it's a hopeless endeavor to control the movements of the entire large team. In a scrimmage or match, you have no excuse for not organizing your team in such a way that you can still kill a group of 8-10 humans, or more.

Yeah man i dont wanna rule out a bit of alien group action, of course it can be managed in organized teams but i deliberately left that out and used the word 'generally' so that you could waste your time pointing out the obvious.
Title: Re: 1HKOs
Post by: Menace13 on July 08, 2011, 07:41:24 pm
(http://www.fastcustomshirts.com/catalog/Internet%20Drama%20sm.jpg)
Title: Re: 1HKOs
Post by: Nux on July 08, 2011, 10:14:05 pm
I can give a much better example (http://www.2shared.com/file/oCPXxxO1/spawncamp.html) of spawncamp from earlier today which blurs the lines between strategy and nuisance. In this case it just so happens that the best thing for me to do is avoid killing eggs until backup arrives.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 08, 2011, 11:45:42 pm
I understand you feel attached to trem, but there really is no reason to get insulting and juvenile because i voiced my opinion and made a suggestion.  if you are truly so offended that you feel you must make personal attacks, perhaps you need to take a break from the internet for a little while.
Quote
I'm done here. I can't listen to your ridiculous preaching about Tremulous and Quake 3 being "roughly the same game". The weapon choice is slightly comparable. The weapons are not.

Heh. Dude, that isn't a personal attack, that is him saying that your argument is idotic. He is right. And yes, duty calls (http://xkcd.com/386/).

it's a mod.  no shame in it, and that does not make it any less great or fun.  but it is just a mod.  the engine and interface remain fairly intact.  there has been a cosmetic overhaul, and some elements were added or changed.  but at the very core of it, trem is a mod of quake3.

yes, i also describe a fair amount of commercial "games" as mods, as that is what they are.

your selective quote is not what what i was calling a personal attack.  i was talking about plague bringer's apparent inability to express his displeasure  in a "civil tone".  he kept arguing further and further afield of the issue that i restate in a single sentence each post "RAK does not like any 1HKO", in an effort to prove that "i'm just whining because i suck and dont know how to play".  culminating in the posting of amiwittyyet.jpg. 

and again, explicitly - "RAK does not like any 1HKO.  not taking them, not giving them"
Title: Re: 1HKOs
Post by: Dracone on July 09, 2011, 01:10:41 am
Yeah, but you're terrible at the game, as well as highly inexperienced, making your opinion on this matter worthless to the game's development.

Move to Off Topic.
Title: Re: 1HKOs
Post by: F50 on July 09, 2011, 01:20:26 am
and again, explicitly - "RAK does not like any 1HKO.  not taking them, not giving them"

Then you're opinion sucks and you don't know how to play tremulous :D.
Title: Re: 1HKOs
Post by: Plague Bringer on July 09, 2011, 04:34:13 am
RAK, you're trying to convince me and everyone else here that all ioQ3 based games are essentially Q3, just because their engine is the same. Do you know what a game engine is? American McGee's Alice is Q3. It's nothing like Return to Castle Wolfenstein. Or Heavy Metal FAKK. Or Iron Grip: Warlord. Damage values, bullet speeds, armor, health, spread, movement speed, weapon type, splash damage. All these things are what differentiate games. To say that Tremulous and Q3 are basically the same is akin to saying CoD and Q3 are roughly the same game. Or, fuck, Deus Ex and Adventure Pinball: Forgotten Island.

Also, stop being so fucking anal about everything I say. I'm not hiding insults. If I tell you that "you fucked up and the enemy now has better equipment than you", I don't mean "you're whining because you suck". I mean "you fucked up and the enemy now has better equipment than you". If I want to insult you I'll insult you directly, dillweed.
Title: Re: 1HKOs
Post by: ULTRA Random ViruS on July 09, 2011, 01:50:46 pm
this is something that has been greatly irritating me recently.  most games (including default Q3) have 0 one kit ko weapons.  please correct me if i am wrong about any of this next part -

goon - first alien available that can oneshot a helmetless human, with a chomp, or armorless human, with a full pounce.
rant - can oneshot helmetless humans with maul, and "near instantly" kill armorless humans with trample

shotgun - can oneshot dretches from down a hall or across the room, 2-shot basi's
MD - oneshots dretches, two for basi
nade - it oneshots dretches, basi's, perhaps even maras, but is more understandable, as a single use weapon.
luci - oneshots up to maras with a charged shot, easily oneshots below maras with splash that deceptively extends far past the particle effect.
You got some of them wrong as well, im gonna shove them all at you at the same time without reading other replies... grenade does 310 damage, thats all aliens except tyrant. But somehow i managed to instant kill a rant with a nade by putting one on its head, it having full hp. Luci max does somewhere around 300 in gpp and 256 in 1.1. MD is meant to be a sniper. Shotgun, the spread, somewhat i think got wider, and i find it harder to hit than 1.1. All pellets does 56/55 in gpp. Oh well. Soo much for balance...
Also, i think the easy-headshot was probably because of the new physics in gpp, i find it easier to headbite when i aim lower, also probably because of the head-armour area update thingy.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 10, 2011, 04:54:41 am
Yeah, but you're terrible at the game, as well as highly inexperienced, making your opinion on this matter worthless to the game's development.

Move to Off Topic.
then tell me why 1HKOs are an integral game element that must be preserved. 

RAK, you're trying to convince me and everyone else here that all ioQ3 based games are essentially Q3, just because their engine is the same. Do you know what a game engine is? American McGee's Alice is Q3. It's nothing like Return to Castle Wolfenstein. Or Heavy Metal FAKK. Or Iron Grip: Warlord. Damage values, bullet speeds, armor, health, spread, movement speed, weapon type, splash damage. All these things are what differentiate games. To say that Tremulous and Q3 are basically the same is akin to saying CoD and Q3 are roughly the same game. Or, fuck, Deus Ex and Adventure Pinball: Forgotten Island.

Also, stop being so fucking anal about everything I say. I'm not hiding insults. If I tell you that "you fucked up and the enemy now has better equipment than you", I don't mean "you're whining because you suck". I mean "you fucked up and the enemy now has better equipment than you". If I want to insult you I'll insult you directly, dillweed.

i see now i have no one to blame but myself, for indulging you with all of this off topic discussion.  no, not all ioQ3 games are Q3.... you are discounting the other ports of Q3.  they are MOSTLY thinly modded Q3.  alice, for example, changes the interface and elements enough for me to consider it a total conversion.  plugging numbers different from the default into variables in the game engine does not magically make it not a mod and into a full game.  RtCW is a Q3 mod.  yes, CoD is modded (more than many, mind you) Q3.

if i were to make a total conversion for, say, morrowwind.... using none of the included art assets, none of the included scripts, and modifying every available setting in the engine itself that i could, would my total conversion mod count as a "full game"?  no, it is but a mod.

now if i took the netemmerse/gamebryo engine, did what i did with the mod, only this time changing the interface and such, perhaps then it could be considered a "full game"  this is why i see FO3 as an oblivion mod, but whatever tycoon game it was that used gamebryo is not.

incidentally, this is why i believe valve hasent made an actual game since HL1.  they've been moding their reverse engineered Q3 for almost a decade now.

i compare trem to q3 because that is what it is.  it would not make sense to compare it to another teamwork based FPS with buildables, such as tribes2 (or to a lesser extent planetside, but comparing trem to planetside.... that's a molehill to a mountain.)  such games are either their own games, or more different to trem than trem is to q3.

this is like the arguments i used to get into with folks about L4D or TF2 being source mods.  i mean shit, as if running the game from a program named "hl2.exe" or some such was not an indicator.

now, for the third or fourth time this thread, lets stop getting off the topic of 1HKOs and veering into "personal definitions of what differentiates a mod from a "full game".  not every time the enemy gets better equipment is there a fuck up involved.  a player can hide in his base till he has creds/evos.  for one.  there are more than a few ways to get creds or evos without directly scoring a kill.  so again, rather than trying to find fault in me or even my resoning, how about telling me why 1HKOs are so important for game balance that we can not eliminate them?
Title: Re: 1HKOs
Post by: Meisseli on July 10, 2011, 11:28:25 am
You yourself have been pretty much the only guy going offtopic here, rambling about spawnkilling, Quake 3, how to dretch, whatnot...

It was told to you many many posts ago, that after getting kills, you get better equipment via evolving/buying equipment/staging. It is a pretty important and fun part of this game and in almost all cases defines the outcome of a game.

Shall I repeat this information to you in the next thread page again?
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 10, 2011, 10:16:37 pm
You yourself have been pretty much the only guy going offtopic here, rambling about spawnkilling, Quake 3, how to dretch, whatnot...

It was told to you many many posts ago, that after getting kills, you get better equipment via evolving/buying equipment/staging. It is a pretty important and fun part of this game and in almost all cases defines the outcome of a game.

Shall I repeat this information to you in the next thread page again?

you stage and get equipment, the enemy does the same.  only the tyrant is 100% immune to 1HKO, while it only takes larmor and a helmet for the humans.  getting consistently oneshotted is not fun, and consistently making them, to me, is about as fun as playing a point and click flash game. 

i ask again, why can we not go the way of other squad-based-tactical-first-person-shooters, and the parent game of tremulous itself, and avoid 1HKO?

or am i going to have to ask you why 1HKO are such an important gameplay element that they should be preserved yet again?
Title: Re: 1HKOs
Post by: F50 on July 11, 2011, 07:32:43 am
i ask again, why can we not go the way of other squad-based-tactical-first-person-shooters, and the parent game of tremulous itself, and avoid 1HKO?

or am i going to have to ask you why 1HKO are such an important gameplay element that they should be preserved yet again?

As far as I know, other squad-based tactical FPSes have in general not avoided 1HKO, as I have stated before. You can scroll up if you need to read it again.

Weapons capable of 1 hit kills are an important gameplay element of tremulous. First and foremost: the dretch dies very quickly to concentrated weapons fire. There is no way to get around this without drastically changing the game. Any weapon that does 25 hp damage in one shot can kill the dretch in 1 hit. That is not much. However, it is the very essence of the dretch that it is fast, small, and has to use its agility to survive, rather than its large health reserves. It is equally essential to the nature of tremulous that other aliens, the dragoons, and the tyrant, are able to take hits, due to their size and style of play. Note that this is a deliberate contrast with the dretch.

Furthermore, any weapons capable of taking on dragoons, must be capable of dealing sufficient damage to kill dretches very quickly. Decreasing the rate of fire of a weapon means it needs to have more damage, capable of killing larger aliens, such as basilisks, marauders, or even dragoons in 1 or a few hits. Increasing the rate of fire (lasgun and pulse rifle are this to a very moderate amount), however, can actually make it more effective against dretches, for those who aren't quite as practiced with clay dretches. The variety in weapons that follow both philosophies, and not merely the high rate of fire philosophy, helps gives the human weapons in tremulous identity and flavor, in addition to providing interesting tactical choices and game balance.

You might consider answering the question, which has been asked of you before, why are 1 hit kills unbalanced? Or do you believe this to be simply unfun, despite being balanced?
Title: Re: 1HKOs
Post by: Anonymoose on July 11, 2011, 02:12:11 pm
As far as I know, other squad-based tactical FPSes have in general not avoided 1HKO, as I have stated before. You can scroll up if you need to read it again.

Weapons capable of 1 hit kills are an important gameplay element of tremulous. First and foremost: the dretch dies very quickly to concentrated weapons fire. There is no way to get around this without drastically changing the game. Any weapon that does 25 hp damage in one shot can kill the dretch in 1 hit. That is not much. However, it is the very essence of the dretch that it is fast, small, and has to use its agility to survive, rather than its large health reserves. It is equally essential to the nature of tremulous that other aliens, the dragoons, and the tyrant, are able to take hits, due to their size and style of play. Note that this is a deliberate contrast with the dretch.

Furthermore, any weapons capable of taking on dragoons, must be capable of dealing sufficient damage to kill dretches very quickly. Decreasing the rate of fire of a weapon means it needs to have more damage, capable of killing larger aliens, such as basilisks, marauders, or even dragoons in 1 or a few hits. Increasing the rate of fire (lasgun and pulse rifle are this to a very moderate amount), however, can actually make it more effective against dretches, for those who aren't quite as practiced with clay dretches. The variety in weapons that follow both philosophies, and not merely the high rate of fire philosophy, helps gives the human weapons in tremulous identity and flavor, in addition to providing interesting tactical choices and game balance.

You might consider answering the question, which has been asked of you before, why are 1 hit kills unbalanced? Or do you believe this to be simply unfun, despite being balanced?
One hit kills are fine in moderation, its supposed to be a special thing :3

RAK is right, humans can be immune to ANY one hit kill by spending a mere 160 credits; which is not even equivalent to 1 alien evo (with aliens having a max of 9 and humans a max of 2000, its safe to assume that one alien evo is equivalent to 222.22 human credits)
Aliens are potentially vulnerable to one hit kills as a granger/advgranger/dretch/basi/advbasi/mara/advmara/goon/advgoon. So in order to be safe from one hit kills as aliens you HAVE to spend 5 evos (equivalent to 1111 or so credits).
So...
Aliens have to spend 694.44% more credits than humans do in order to be safe from one hit kills.

As a rule of thumb, in a First Person Shooter, the quicker you kill your opponent, the better.
So one hit kills are the absolute fucking bees knees in FPS games, An area in which aliens are rather disadvantaged i must say.

And before you bigots jump in, im not complaining, I am saying it how it is. I like playing aliens, its more of a challenge, the kills are more satisfying and its simply more fun (im sure a number of other players feel the same way about playing aliens, but hey, with the millions of people who play tremulous, a small number like that wont skew the tremstats data at all aye ;)).
Title: Re: 1HKOs
Post by: Nux on July 11, 2011, 02:36:32 pm
As a lot has already been said, I'll avoid repeating it.

Weakening all attacks could work out nicely. It could make teamwork more important and fighting more common because it's less risky. It could also make the game slower and more predictable.
Title: Re: 1HKOs
Post by: Qrntz on July 11, 2011, 02:45:08 pm
millions of people who play tremulous
wait what
Title: Re: 1HKOs
Post by: Meisseli on July 11, 2011, 03:02:29 pm
RAK is right, humans can be immune to ANY one hit kill by spending a mere 160 credits; which is not even equivalent to 1 alien evo (with aliens having a max of 9 and humans a max of 2000, its safe to assume that one alien evo is equivalent to 222.22 human credits)
Aliens are potentially vulnerable to one hit kills as a granger/advgranger/dretch/basi/advbasi/mara/advmara/goon/advgoon. So in order to be safe from one hit kills as aliens you HAVE to spend 5 evos (equivalent to 1111 or so credits).
So...
Aliens have to spend 694.44% more credits than humans do in order to be safe from one hit kills.
Lucifer equipment costs at least 760 credits (in a typical situation 800 or 860, + nade 200), is a projectile, needs to be charged up, is relatively easy to dodge. Sure you can make it sound dramatic with analysing these kind of "statistics" in a very grotesque way, but no, it's not that good of a weapon as implied.

1 evo is 175 credits.
Title: Re: 1HKOs
Post by: Asvarox on July 11, 2011, 03:31:10 pm
Nope, one evo is 222 credits (devmap atcs, join aliens and spawn, /give funds 1, switch to humans). Other than that, yeah. The beauty about trem is that aliens =/= humans. Thus comparing one to the other is totally retarded.
Title: Re: 1HKOs
Post by: Meisseli on July 11, 2011, 05:03:43 pm
Nope, one evo is 222 credits
Has it changed in GPP? I'm very confident it was 175 in 1.1.
Title: Re: 1HKOs
Post by: Asvarox on July 11, 2011, 05:49:34 pm
IIRC in GPP you still get 175c/1evo from freefunds, but I'm certain when switching between teams 1 evo is equal to 222c (simply tested it :) ). I'm not sure how these things looked in 1.1 but i believe you're right there.
Title: Re: 1HKOs
Post by: Plague Bringer on July 11, 2011, 06:14:48 pm
you stage and get equipment, the enemy does the same.  only the tyrant is 100% immune to 1HKO, while it only takes larmor and a helmet for the humans.  getting consistently oneshotted is not fun, and consistently making them, to me, is about as fun as playing a point and click flash game.  

i ask again, why can we not go the way of other squad-based-tactical-first-person-shooters, and the parent game of tremulous itself, and avoid 1HKO?

or am i going to have to ask you why 1HKO are such an important gameplay element that they should be preserved yet again?
Alright, RAK, yet again, if you are "consistently" getting one hit KOs, your enemy is doing something wrong, and if your enemy is "consistently" getting one hit KOs, YOU are doing something wrong. Stop trying to blame shitty playing/tactics on balanced game mechanics.

(Also, has anyone seen a thread about one hit KOs being unbalanced... EVER?)

EDIT: And my point about mods is that mods are not always comparable to their base games. What is balanced in HL2DM is not necessarily balanced in TF2, Vindictus, Vampire: The Masquerade - Bloodlines, Perfect Dark: Source, or Mario Kart Source. Why? Because the fact that they share the same engine is irrelevant. I don't give a fuck what you see running in your Task Manager - all that tells you is that you're running games with the same engines. Weapons, weapon damage, health, armor, team differences, weapon ranges, gravity, player speed, player counts, maps, gametypes, weapon accessibility, powerups, etc. change the game completely. Red shells aren't imba in TF2 are they? What's that, they don't exist in TF2?

The engine is irrelevant. It's all about the game mechanics, and I think you can agree that Tremulous does not play like Quake3 in the least. To seriously compare a total conversion mod to its base is ridiculous.
Title: Re: 1HKOs
Post by: Qrntz on July 11, 2011, 09:53:02 pm
IIRC in GPP you still get 175c/1evo from freefunds
It's 180 credits, equal to one shot down fresh dretch.
Title: Re: 1HKOs
Post by: F50 on July 11, 2011, 10:20:15 pm
As a rule of thumb, in a First Person Shooter, the quicker you kill your opponent, the better.
So one hit kills are the absolute fucking bees knees in FPS games, An area in which aliens are rather disadvantaged i must say.

Ok, so its about killing speed is it? Aside from the lucifer cannon, there is only a single alien which is killed in one hit consistently, the dretch. Depending on what the shotgun damage actually is (I think it is slightly below 60, actually), there is a minor possibillity that the basilisk could be one shotted as well. However, hitting such a target with every single shotgun pellet is not common. Now, Its possible, IMO, that one shot kills could favor the humans, and the game still be balanced, but let us, for one moment, pretend that the speed of instant kills needs to be roughly equal on both teams for balance to be achieved.

Now, dretches die in less than a second under normal conditions, so 1-shotting dretches is hardly a huge improvement. If you want to be completely technical, with unlagged, given 100 ping for both players (its not unusual for both players to have ~150 ping, but lets say its 100), that means that the dretch will have exactly 0.2 seconds to live after the human pulls the trigger, so we can quantify exactly how much faster 1 hit kills actually are than other kills (which will take the time the weapon would normally take to kill the alien, plus an additional 0.2 seconds). I have been in a few situations in which this mattered, and both the human and my dretch died simultaneously, with no one else around.

There are no other one shot kills besides the lucifer cannon. Now, 160cr is about equivalent to an evo, give or take a dozen credits depending on how you measure this (you can't, and it isn't reasonable to do so). As far as one hit kills are concerned, the humans and the aliens are roughly equal on this matter, except for the lucifer canno.

However, the lucifer cannon, in general, *does not* kill aliens instantly, except dretches. There are two main factors that contribute to this, the lucifer cannon charge time, and the lucifer cannon's shot speed. The shot speed of the lucifer cannon is huge here. Firstly, it limits the effective range of the lucifer cannon, given an opponent who will dodge. Secondly, it means that an "instakill" will take some time to complete, up to a second, given a resonable range. The charge time is also very important. The human has to know that the alien is coming, and when. To ambush an alien, the human has to know a lot more about the surrounding situation than an alien, who has a radar that updates constantly, and enough mobility, to make the human radar of limited use, given the degree of awareness required (although definitely not useless). Furthermore, the lucifer cannon makes a beeping sound when it is ready to kill a dragoon. If an alien is ambushed, it is in most cases, the aliens own damn fault. If the alien is aware of the lucifer, and holds back, the alien now has a few seconds of relative safety to approach the human. If at this point the alien is killed, it is far from instant. If the human is unaware of the alien, the human will have to spend the first few seconds charging as shot, also eliminating any advantage of killing speed.

So if you don't like dretches I understand (although I personally really enjoy dretching against stage 1 humans), but your claim that 1 hit kills are a problem because it allows the humans can kill the aliens so much faster, and the aliens have to spend a lot to prevent this, I do not understand your reasoning. Aliens have to spend exactly 1 evo to prevent themselves from being instakilled. And I think you are crazy if you are going basilisk because of its awesome HP reserves.

So tell me, specifically, why the mass driver, shotgun, (ie. the favorite anti-dretch weaponry) and/or (especially) the lucifer cannon is unbalanced. I'd love to do a few 1vs1 rounds of mara vs luci to "prove" my point.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 12, 2011, 02:12:06 am

You might consider answering the question, which has been asked of you before, why are 1 hit kills unbalanced? Or do you believe this to be simply unfun, despite being balanced?

unbalanced and unfun.  unbalanced, because as the railgun the q3 developers decided that even in FFA "massdriver" 1HKO were unbalanced.  and this was against 100HP + armor using entities, not armorless 25 hp targets.  furthermore, no alien or human can move faster than a player can aim. there is no real limit as to how fast anyone can look around, but there ARE limits to how fast one might move.  this is also a team game.  weapons and abilities should be balanced to the team, not the individual..  not to sound sarcastic, but i've been answering the quoted question here in every post that i have made here.  except where i have been derailed by explaining why a modification is not the same thing as a "full game".  i agree with anonymoose in that 1HKO should be "special".  only available with stage three equipment, against stage 1 targets.

meissili:

not taking into account splash, spamability, and the "instant" secondary possible right after a primary shot.  sure luci has drawbacks.  everything does.  i just think that "dies instantly because someone mouseover-ed you and clicked mouse1 exactly one time" should not be a drawback for anyone on any team.

plague bringer:

what you are doing, in my opinion mind you, is defending shitty game balance based on "superior ingame tactics".  there are plenty of situations that can happen, where one team gets the advantage over the other, without anyone having "fucked up".  all that aside, it still does not address the imbalance of humans needing less than a full evo for 1HKO immunity, while aliens need to spend 5 for the same protection.  being protected from oneshots allows you do deal damage a little longer, thus giving you an overall better chance of survival.

as to mods, it DOES matter when the mod is the same game as the base game, just with a few variables tweaked.  you cannot compare, say, the cutlass in PVK2 (source mod) to the pulse rifle of HL2DM, but you damn sure can compare the crossbow in both "games".  as i said in the first or second post, our weapons are, for the most part, reskinned and slightly tweaked default weaponry from q3.  one would expect balance in weapons, not tweaks away from balance (or that do not consider other gameplay changes) for the sake of being able to say that it is "different".

in addition the game mechanics are the same.  that's part of what an engine is.  it is q3.  it loads q3 maps in q3 style, and entities interact in these maps according to the rules of q3's game logic.  this is why you can strafejump on any q3-built game.  you do realize that all of the "defining" elements of a game that you listed can be server options in the default game, yes?  so when i run a "q3 server, gravity 1/10 normal", by your definition i am not running q3, but some new game?



However, the lucifer cannon, in general, *does not* kill aliens instantly, except dretches. There are two main factors that contribute to this, the lucifer cannon charge time, and the lucifer cannon's shot speed. The shot speed of the lucifer cannon is huge here. Firstly, it limits the effective range of the lucifer cannon, given an opponent who will dodge. Secondly, it means that an "instakill" will take some time to complete, up to a second, given a resonable range. The charge time is also very important. The human has to know that the alien is coming, and when. To ambush an alien, the human has to know a lot more about the surrounding situation than an alien, who has a radar that updates constantly, and enough mobility, to make the human radar of limited use, given the degree of awareness required (although definitely not useless). Furthermore, the lucifer cannon makes a beeping sound when it is ready to kill a dragoon. If an alien is ambushed, it is in most cases, the aliens own damn fault. If the alien is aware of the lucifer, and holds back, the alien now has a few seconds of relative safety to approach the human. If at this point the alien is killed, it is far from instant. If the human is unaware of the alien, the human will have to spend the first few seconds charging as shot, also eliminating any advantage of killing speed.

to elemanate the luci, and thus the threat of death or wrose, death of the base, an alien must get close, negating most of the drawbacks of luci at range, and all of the benefit of staying outside of radar range.  as i said above, to plague, is it not possible to unleash a secondary shot immediately after releasing primary?  isnt that like, i dont know, being able to swipe in the middle of rant charge, or goon pounce without chomp delay?

i would also assume that good humans are going to charge their luci as i charge my rant, constantly, cancelling at full unless there is a target in range.
And I think you are crazy if you are going basilisk because of its awesome HP reserves.
but it does have awesome HP compared to dretch.  so much so that i can ambush some groups of humans with a direct frontal assault, kill one, and get away.  then again, i just plain like basi.
So tell me, specifically, why the mass driver, shotgun, (ie. the favorite anti-dretch weaponry) and/or (especially) the lucifer cannon is unbalanced. I'd love to do a few 1vs1 rounds of mara vs luci to "prove" my point.
please refer to first post.
Title: Re: 1HKOs
Post by: Meisseli on July 12, 2011, 03:12:18 am
FYI tyrant charge one-shots everything, your 160 and even 400 credit armours as well.
Title: Re: 1HKOs
Post by: A Spork on July 12, 2011, 04:16:10 am
furthermore, no alien or human can move faster than a player can aim. there is no real limit as to how fast anyone can look around, but there ARE limits to how fast one might move.
Thats why you dont run in a straight line.....
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 12, 2011, 05:26:47 am
FYI tyrant charge one-shots everything, your 160 and even 400 credit armours as well.
trample damage is only applied when the tyrant is in contact with the human.  it has knockback.  so trample is like rifle vs dretch, not 1hko, but near instant kill.  near instant isnt really my issue, one single hit scoring a kill is.

Thats why you dont run in a straight line.....
there is no other way to move.  movement, no matter the direction or the eventual target is always (in real life as it is in games) from point "a" to point "b".  in addition to this simple fact, tremulous is in 3d.  not every axis of movement available at any given moment will move your hitbox out from under an observer's crosshair.  sure, erratic movement can confound the aim of newer players, but all they have to learn is to not reflexively click "fire" when making an adjustment to aim.  that's basic marksmanship, and one of the easier things to learn in any FPS. 

one quarter second of aim should not be enough to reward a player with the potential for immunity from 1HKO till s3. 

what i would like to see more than a simple balance fix to remove all but tyrant and luci oneshots, is a system of multiple damage types (possible since doom2) that would make certain weapons more or less effective on the alien classes.  something like the painsaw doing more damage to structure than players, advanced classes gaining an "armor" qualifier that takes reduced damage from some weapons, but increased from others.  so, for example, a MD does more damage over time to a goon than a basi.

a non-trem example would be how the same system worked in AvP2.  the large, armored, praetorian was near impossible to kill with small calibre weapons like the pulse rifle, but the smart gun took it out in an instant.

but that's a little too much to ask for at this stage in the game.  i'd be more than satisfied in bringing the weapons back to their original balance.
Title: Re: 1HKOs
Post by: Plague Bringer on July 12, 2011, 07:00:54 am
trample damage is only applied when the tyrant is in contact with the human.  it has knockback.  so trample is like rifle vs dretch, not 1hko, but near instant kill.  near instant isnt really my issue, one single hit scoring a kill is.

First of all, none of this bullshit. You were using "near instant kill dretches" and "two hit basis" as examples for your imbalance claims a handful of posts ago. Don't fuck with your argument when it's convenient for you.

there is no other way to move.  movement, no matter the direction or the eventual target is always (in real life as it is in games) from point "a" to point "b".  in addition to this simple fact, tremulous is in 3d.  not every axis of movement available at any given moment will move your hitbox out from under an observer's crosshair.  sure, erratic movement can confound the aim of newer players, but all they have to learn is to not reflexively click "fire" when making an adjustment to aim.  that's basic marksmanship, and one of the easier things to learn in any FPS. 

one quarter second of aim should not be enough to reward a player with the potential for immunity from 1HKO till s3. 

what i would like to see more than a simple balance fix to remove all but tyrant and luci oneshots, is a system of multiple damage types (possible since doom2) that would make certain weapons more or less effective on the alien classes.  something like the painsaw doing more damage to structure than players, advanced classes gaining an "armor" qualifier that takes reduced damage from some weapons, but increased from others.  so, for example, a MD does more damage over time to a goon than a basi.

a non-trem example would be how the same system worked in AvP2.  the large, armored, praetorian was near impossible to kill with small calibre weapons like the pulse rifle, but the smart gun took it out in an instant.

but that's a little too much to ask for at this stage in the game.  i'd be more than satisfied in bringing the weapons back to their original balance.
So the Praetorian was balanced because could be killed in an instant?  ::)

Have you noticed that all community members who have commented have disagreed with you? There is a point where persistence becomes ignorance, and you are nearing that point.

Also, what would the weapons "original" balance be? You mean their balance in 1.1? For the last time, you do realize that these weapons are unique to Tremulous, right? Yes, stats for some weapons may have been changed rather than written from scratch, but it doesn't make a difference, because they are different.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 12, 2011, 12:17:49 pm
trample damage is only applied when the tyrant is in contact with the human.  it has knockback.  so trample is like rifle vs dretch, not 1hko, but near instant kill.  near instant isnt really my issue, one single hit scoring a kill is.

First of all, none of this bullshit. You were using "near instant kill dretches" and "two hit basis" as examples for your imbalance claims a handful of posts ago. Don't fuck with your argument when it's convenient for you.

there is no other way to move.  movement, no matter the direction or the eventual target is always (in real life as it is in games) from point "a" to point "b".  in addition to this simple fact, tremulous is in 3d.  not every axis of movement available at any given moment will move your hitbox out from under an observer's crosshair.  sure, erratic movement can confound the aim of newer players, but all they have to learn is to not reflexively click "fire" when making an adjustment to aim.  that's basic marksmanship, and one of the easier things to learn in any FPS. 

one quarter second of aim should not be enough to reward a player with the potential for immunity from 1HKO till s3. 

what i would like to see more than a simple balance fix to remove all but tyrant and luci oneshots, is a system of multiple damage types (possible since doom2) that would make certain weapons more or less effective on the alien classes.  something like the painsaw doing more damage to structure than players, advanced classes gaining an "armor" qualifier that takes reduced damage from some weapons, but increased from others.  so, for example, a MD does more damage over time to a goon than a basi.

a non-trem example would be how the same system worked in AvP2.  the large, armored, praetorian was near impossible to kill with small calibre weapons like the pulse rifle, but the smart gun took it out in an instant.

but that's a little too much to ask for at this stage in the game.  i'd be more than satisfied in bringing the weapons back to their original balance.
So the Praetorian was balanced because could be killed in an instant?  ::)

Have you noticed that all community members who have commented have disagreed with you? There is a point where persistence becomes ignorance, and you are nearing that point.

Also, what would the weapons "original" balance be? You mean their balance in 1.1? For the last time, you do realize that these weapons are unique to Tremulous, right? Yes, stats for some weapons may have been changed rather than written from scratch, but it doesn't make a difference, because they are different.

i have not changed my argument.  if you would actually read it instead of skimming and making assumptions, you would understand this.  as i stated the first time it was brought up, i mentioned "near instant" to give context.  i also explicitly stated that i do not have that much of an issue with "near instant".

praetorian is balanced like a more complex tyrant.  instead of a fuckload of HP, it has damage reduction against "small arms".  there are more, slight, differences, but that is the heart of it.  it's also besides the point, as i was just using the praetorian as an example to illustrate the concepts i'm bringing up.

also, no, not all community members have disagreed with me.  nux and anonymoose have both at the least seen my point for what it is.  they may or may not care for my resoning behind the suggestion, but they at least see my point.

you are right about persistence.  you'd think i'd learn that there is not much point attempting to better explain myself to you.  then again, i thought you would get the point the second or third time i explicitly stated it.guess that's a big "wrong" on both counts, eh?

"original balance" means "the balance that existed in q3 before the tremulous devs started plunking away new variables into the old weapons".  if you had not gone off into "game vs mod" you would have realized that i brought up q3, it was in reference to its balance, which was lost in the conversion to tremulous.
Title: Re: 1HKOs
Post by: Meisseli on July 12, 2011, 04:12:03 pm
FYI tyrant charge one-shots everything, your 160 and even 400 credit armours as well.
trample damage is only applied when the tyrant is in contact with the human.  it has knockback.  so trample is like rifle vs dretch, not 1hko, but near instant kill.  near instant isnt really my issue, one single hit scoring a kill is.
Then again, lucifer damages only as well when the human is close enough to the alien to actually hit it, and has a charge time, so I'd say it counts as a near instant kill.

Original balance of Quake 3 ? I'm sorry, Tremulous is not Quake 3. It's a quite ridiculous claim. Where's the lightning gun? Where's a slow-firing, charged up weapon like lucifer cannon? Where's chaingun? Massdriver only one-shots dretches, not anywhere near the power of railgun. How about lasgun? Flamethrower?

I'm not sure where you're going with that. Do you want to perhaps remove the weapons that aren't nothing like Q3 and add the Q3 weapons instead? How would you balance weapons that clearly aren't in Q3? Or do you just like to think that all the games Q3 engine has spanned are one and same, like Doom3, Urban Terror, Medal of Honor: AA/PA, Smokin' Guns, Soldier of Fortune II, Call of Duty, Star Wars Jedi Knight 2?
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 12, 2011, 10:49:57 pm
FYI tyrant charge one-shots everything, your 160 and even 400 credit armours as well.
trample damage is only applied when the tyrant is in contact with the human.  it has knockback.  so trample is like rifle vs dretch, not 1hko, but near instant kill.  near instant isnt really my issue, one single hit scoring a kill is.
Then again, lucifer damages only as well when the human is close enough to the alien to actually hit it, and has a charge time, so I'd say it counts as a near instant kill.

Original balance of Quake 3 ? I'm sorry, Tremulous is not Quake 3. It's a quite ridiculous claim. Where's the lightning gun? Where's a slow-firing, charged up weapon like lucifer cannon? Where's chaingun? Massdriver only one-shots dretches, not anywhere near the power of railgun. How about lasgun? Flamethrower?

I'm not sure where you're going with that. Do you want to perhaps remove the weapons that aren't nothing like Q3 and add the Q3 weapons instead? How would you balance weapons that clearly aren't in Q3? Or do you just like to think that all the games Q3 engine has spanned are one and same, like Doom3, Urban Terror, Medal of Honor: AA/PA, Smokin' Guns, Soldier of Fortune II, Call of Duty, Star Wars Jedi Knight 2?

q3 is idtech3.  doom3 is idtech4.  if a "game" uses a licensed engine, with a "flagship" title, and it does not signifigantly change how the engine is used, i consider it a mod and fair game to compare to the original.

yes, the weapons have been modified.  did you know, at "best" the railgun would oneshot adv basi?  it has never been able to oneshot a fresh spawn.  it's been toned down from that, at release, to the current version, that can oneshot normal basi.  and that is only because basi do not have 120 HP like a fresh q3 spawn.

aside from the reload, the massdriver is essentially a reskinned railgun. lasgun is, as you well know, a modified rifle.  the luci is a chargeup rocket launcher.  chaingun is like q3 chaingun without the windup.  no, not the machine gun, the chaingun.  you answered yourself about the lightning gun.  what do you think the flamethrower is analogous to? 

"close enough to hit" is highly subjective.  surely you know about the concept of "motion prediction".  the large splash of a fully charged luci is also helpful in negating exact aim.  and again, the alien, in most cases, will have to close to colliding distance of your model, as a luci is something that must be taken out before it can kill the base.

furthermore, many players know that by sitting back and waiting, they keep the advantage, rather than risking it by advancing themselves.  i'll say it in plain english yet again:  "RAK does not like one hit kills".  i'll go one further and add "but he is ok with s3 vs s1 1hko, but thinks humans should pay more for total immunity."
Title: Re: 1HKOs
Post by: Qrntz on July 12, 2011, 11:08:25 pm
Am I the only one who thinks that after 3 or more pages of repeating drama the devs still won't give a flying fuck? :)

unless someone gets tired and locks the topic
yes, I hint at the 96% possibility of all your keystrokes being useless in terms of gameplay changing, be it for the bad or for the good
not attacking a point, don't shitstorm me please
sorry for getting in the way
if you can read this without magnification, you're either extremely awesome or have a 320x240 display resolution
Title: Re: 1HKOs
Post by: Meisseli on July 12, 2011, 11:38:37 pm
So, you think LR300 is a modified machinegun? SR8 is a modified railgun? SPAS12 is a modified shotgun? Hey, Urban Terror uses ioquake3 as well as Tremulous!

Have you even played Quake 3? There isn't a rifle in quake 3, only machinegun. The rocket launcher sure is hell of a spammy gun, with no charge time. It is nothing like lucifer at all. None of the weapons in Q3 have reload. Gauntlet slices people 50hp a slice, painsaw has continuous damage. Default Q3 doesn't have chaingun at all. There's nothing like flamer in Q3. Tremulous hasn't got a BFG, lightning gun, grenade launcher... truly I could go on and on. Your claim is too laughable.

i'd be more than satisfied in bringing the weapons back to their original balance.
So, with your twisted idea that Q3 == Trem == Urban Terror == any Q3-derived game, and that "original balance", meaning Quake 3, should be restored, you'd like massdriver to be like the rail gun? 100 damage a hit? Shotgun deal 110 damage at most? I don't understand your point at all and how it would make the game better...
Title: Re: 1HKOs
Post by: Kunari on July 13, 2011, 12:41:28 am
Are you proposing to either increase the dretch health points so that it requires 2 shots of the massdriver  or taking away the luci cannon? As  I think there is simply no way to balance the luci cannon so that it can't 1 shot any of the aliens.
 
About the tyrant swipe and dragoon chomp, so you suggest having a damage modifier so dragoon and tyrant cant 1 hit to kill naked humans right?


edit:
while i dont really have any suggestions for "fixing" this, i'll end here.  it just annoyed me to no end to see trem using flawed balance like this, a balance issue not present in the original game trem is modded from.

Okay, I think you're asking people to provide you with fixes, however as I read this forum most of them is either disagreeing with you or not helping you find fixes or being downright confused.

Actually what is your intention to create this thread really? Seems you created this thread for an argument of opinions, not fixes. (wait is that correct? You created this thread for people to argue with your ...)
Title: Re: 1HKOs
Post by: Nux on July 13, 2011, 01:40:58 am
It's actually pretty easy to remove the possibility of one-hit kills from the lucifer cannon without doing much to it's effectiveness: Divide the charge time and the damage amount by X, where X is whatever the hell you like (greater than 1).
Title: Re: 1HKOs
Post by: Plague Bringer on July 13, 2011, 08:04:07 am
It's actually pretty easy to remove the possibility of one-hit kills from the lucifer cannon without doing much to it's effectiveness: Divide the charge time and the damage amount by X, where X is whatever the hell you like (greater than 1).
Making it more spammy? Last I checked the devs decreased the speed of secondary shots for a reason.

Thank you, Meiselli, for seeing the ridiculousness with comparing a total conversion mod to its engine's original game. However falacious and ad-homenim it may be to discredit an idea based on the giver of said idea, I'm nearing the conclusion that RAKninja is incapable of providing a stable and logical claim with evidence to back it up. With that conclusion in mind, it's safe to say that any ideas from RAKninja are likely illogical and without supporting evidence.

RAKninja: First off, I have the respect to thoroughly read everything you've posted. If I tell you something's bullshit, don't tell me to read your post "for the first time". Secondly, can you please compare the balance between Drift City (http://en.wikipedia.org/wiki/Drift_City), Fallout 3 (http://en.wikipedia.org/wiki/Fallout_3), and LEGO Universe (http://en.wikipedia.org/wiki/LEGO_Universe)? They are all based on the same engine (http://en.wikipedia.org/wiki/Gamebryo). Was the removal of VATS in Drift City a good or bad decision? What do you think about the new "Race" game mode. Personally, I preferred the quests in Fallout 3. Between Fallout 3, Drift City, and LEGO Universe, I think Drift City is my favorite Oblivion mod.

Your criteria of what constitutes a "new" game is a little lacking in logic. I can change the every model, sound, texture, map, and gamemode; I can tweak the fire rate, damage, projectile type and size, splash, reload time and frequency, and clip size of every weapon, and even add/take away weapons and items that influence the power of weapons (battery pack); I can change variables such as match length, gravity, and friction; I can add an entirely new team with coded-from-scratch weapons, health, size, speed, and abilities; I can add an entirely new RTS building element that not only changes the way players spawn, but also changes objectives, and the method of obtaining powerups, weapons, and armor; I can introduce six (count 'em) new methods of movement between two unique teams; I can compile this game and release it as a standalone package; and because it's built on an engine that I didn't code from the ground up, I haven't created new game? On behalf of Timbo and the Darklegion team, as well as every other small-time developer or team who has created a total conversion: Fuck you.

Now, moving on, you were not "just" using the praetorian as an example for a concept you'd like implemented. There simply is no "just" about it. When the only evidence for your claim is an example, you cannot, when someone discredits your example, say "Phooey, that's besides the point; it was just an example! My point stands." Your point does not stand, because the only evidence you gave for your concept was an example that you threw away because you were too lazy or incompetent to defend it.

Also, might I point out that your qualms with "near instant kills" have been anything but obviously (and only) contextual. In fact, they seem to have been support for your point which, confusingly enough, appears to be high damage weapons (and maneuverability) moreso than it is one hit kills.

goon - first alien available that can oneshot a helmetless human, with a chomp, or armorless human, with a full pounce.
rant - can oneshot helmetless humans with maul, and "near instantly" kill armorless humans with trample

shotgun - can oneshot dretches from down a hall or across the room, 2-shot basi's
MD - oneshots dretches, two for basi
nade - it oneshots dretches, basi's, perhaps even maras, but is more understandable, as a single use weapon.
luci - oneshots up to maras with a charged shot, easily oneshots below maras with splash that deceptively extends far past the particle effect.

a close runner up is the flamer, that while it does not kill instantly, you can run around spraying all over the place and be reasonably sure that anything mara and below that you graze is dead, or close to it.

...  bring a buddy with a SG, that way, nothing short of a goon can stop you, and it better be a fairly decent goon at that.  you two will kill perhaps even maras with one shot each... no more than two.  and those are s1 weapons.  add in helmet and larmor, you're pretty much invulnerable except running out of ammo, or any good goons that happen to be playing. at least until something you cannot "oneshot" - the tyrant, is available.

meisseli:
there is also the shotgun, massdriver, and not instant but still close: the flamer and painsaw.

I, and I'm sure everyone else, would love for you to explain why the examples in bold are necessary from a contextual point of view. I'd also like to know why, when talking about the SG/MD team, you referred to everything under the Tyrant when you said "something that cannot be oneshotted". You seem to be confusing one (or even two, three, or four) shot(s) from multiple weapons and one shot from one weapon. With enough rifles, you will ...
oneshot
... anything.
Title: Re: 1HKOs
Post by: Anonymoose on July 13, 2011, 08:59:07 am
This is the feedback section.
Give me my feed back.
Title: Re: 1HKOs
Post by: Nux on July 13, 2011, 04:08:34 pm
Making it more spammy? Last I checked the devs decreased the speed of secondary shots for a reason.

Was just pointing out the alternative. I don't like the sound of it either and I'm not sure if RAK would. It would have to be more spammy than the old lucifer cannon was because even that could one-hit kill most aliens.

I think including lucifer cannon on that list was a mistake since it is the most expensive, slow charging, slow projectile weapon. Of course it's going to pack a punch.
Title: Re: 1HKOs
Post by: F50 on July 13, 2011, 11:22:10 pm

You might consider answering the question, which has been asked of you before, why are 1 hit kills unbalanced? Or do you believe this to be simply unfun, despite being balanced?

unbalanced and unfun.  unbalanced, because as the railgun the q3 developers decided that even in FFA "massdriver" 1HKO were unbalanced.  and this was against 100HP + armor using entities, not armorless 25 hp targets.

*sigh*

The fact they are armorless 25hp targets is exactly why it *is* balanced, as I have said before. If you consider dretches to die in a quarter second, then the mass driver (and shotgun) is only three times as effective as the rifle. It isn't a huge difference between "Dies in one hit" and "dies very quickly". If you want to argue about the fundamental characteristics of the dretch, then say so, but I think this is less about the human weapons (with the notable exception of the Lucifer cannon) than the dretch. It would be interesting to see how balanced a 41hp dretch would be.


Quote
did you know, at "best" the railgun would oneshot adv basi?  it has never been able to oneshot a fresh spawn.  it's been toned down from that, at release, to the current version, that can oneshot normal basi.  and that is only because basi do not have 120 HP like a fresh q3 spawn.

Yes, a basilisk would not have 120 hp, that would be unbalanced. Neither would a dretch for that matter. I recommend you look up fragile speedster (http://tvtropes.org/pmwiki/pmwiki.php/Main/FragileSpeedster), which applies to the dretch, and mostly to the basilisk as well.

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not taking into account splash, spamability, and the "instant" secondary possible right after a primary shot.  sure luci has drawbacks.  everything does.  i just think that "dies instantly because someone mouseover-ed you and clicked mouse1 exactly one time" should not be a drawback for anyone on any team.

The complexity of actually 1-hit killing something with the lucifer is much greater than you suggest, and is not an instant kill in any sense of the word. I don't see how the lucifer cannon primary connects to 1HKO's in anything but name.


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it still does not address the imbalance of humans needing less than a full evo for 1HKO immunity, while aliens need to spend 5 for the same protection.  being protected from oneshots allows you do deal damage a little longer, thus giving you an overall better chance of survival.

Nope, no it doesn't. The lucifer cannon is different, and their availability does not reliably allow you to kill aliens faster, and being protected from being oneshotted by its primary attack does not mean that you will, in general, be able to deal damage any longer than if you were not (but had the same HP).

You do not need five evos to get the same protection from 1HKO's that the humans get, you need one. You get protection from all but one attack (tyrant charge/luci), and both of those are *the* S3 weapons, just the as the humans. I had forgotten about the tyrant charge before, although that is because it is different in the same way as the lucifer cannon, thanks Meisseli. In fact, the protection from 1HKO's is avaliable in S1 for aliens, while requires S2 for humans.

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to elemanate the luci, and thus the threat of death or wrose, death of the base, an alien must get close, negating most of the drawbacks of luci at range, and all of the benefit of staying outside of radar range.  as i said above, to plague, is it not possible to unleash a secondary shot immediately after releasing primary?  isnt that like, i dont know, being able to swipe in the middle of rant charge, or goon pounce without chomp delay? i would also assume that good humans are going to charge their luci as i charge my rant, constantly, cancelling at full unless there is a target in range.

You may release a secondary shot, doing all of....30 damage (IIRC)... immediately after the primary shot. Its worthless except against basis and dretches. Similar to being able to swipe in the middle of a rant charge? That's ridiculous. While many of the drawbacks of the lucifer cannon disappear at short range, the charge time is still an issue that can be exploited. Furthermore, this is no longer in 1HKO territory, as the alien can have as much time alive as he wants dodging luci charges, before taking a risk to kill the lucifer cannon. It is not without danger as a dragoon, or mara I admit. However, in this situation, the lucifer cannon is considerably weaker than a chaingun. If you like, this can be demonstrated on devmap for you. Also, its impossible to cancel a luci shot in GPP.

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And I think you are crazy if you are going basilisk because of its awesome HP reserves.
but it does have awesome HP compared to dretch.  so much so that i can ambush some groups of humans with a direct frontal assault, kill one, and get away.  then again, i just plain like basi.
And this is the same situation where you get owned by mass drivers? You are so much better at basilisk that I am, why do you suck so much as a dretch?

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So tell me, specifically, why the mass driver, shotgun, (ie. the favorite anti-dretch weaponry) and/or (especially) the lucifer cannon is unbalanced. I'd love to do a few 1vs1 rounds of mara vs luci to "prove" my point.
please refer to first post.

So the sole reason that the mass driver, shotgun, and lucifer cannon are unbalanced, is that dretches are not meant to take damage?
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 14, 2011, 01:16:38 am
meissili -

havent played urban terror to make the comparison, but it is a safe bet that most of its weapons are only reskinned and slightly modified from q3 base.

i'm sorry you misunderstood me.  when i said "rifle" i assumed you would realise that since there is no rifle in q3, i was talking about the tremulous rifle.  lasgun is rifle without reload and spread, right?  adding reload is a "slight modification".  as is tweaking the variables a little bit.  "default quake 3" is also subjective.  which default for which period of time?  i'm surprised no one called me out on this.  q3 gold (which bundles in team arena, where the chaingun originates) was released almost a decade ago.  quake live includes everything that came from team arena.  q3 1.0 has not been the "default" in over a decade.

as for balance, i do not want the weapons restored to their original variables, i want their effects to be scaled back to the effects of the original.  this means the rail...err... massdriver would take two shots to kill a fresh spawn (meaning: a dretch).  q3 has been out for a long time, and it has two prior games in the series.  that's a long time to find balance.  we should build from the lessons they learned, not throw them away for the sake of "being different".

kunari:
after three pages of discussion, i would, by some mechanism, cause the MD to require two shots to kill a dretch.  i would cause the luci to only be able to oneshot dretches.  i would remove the ability of goons to instantly kill unarmored humans, but leave that of the tyrant alone.

this is the feedback section.  i am simply providing mine.  feedback, by its very nature, is opinion.

plague bringer -

i find it doubtful that you have indeed read al of my posts.  if you had, you would not bring up FO3 as an example, as i have indeed already voiced my opinion about gamebryo games in general, and FO3 in specific.  my idea of a mod is not as illogical as you think.  modifying the game data alone makes it a mod.  you must modify the engine and interface to create a "true standalone game".  again using morrowind as an example, if i replaced all the game data (art assets, scripts, world geometry) so that the game now takes place in a historically accurate ancient egypt, it is still a mod.  a total conversion mod, but a mod none the less.  if i used that same custom gamedata in an engine of my own devising, it would be a stand alone game.  if i somehow modified netemmerse, so that now my game is played like a top-down point and click rts, it would be a stand alone game.

so, for clarity, "RAK defines a full game as a game that has its own custom engine, or changes the engine to be significantly different than the flagship title of the engine".  tremulous replaces the game data, but does not significantly change the engine or interface.  in my estimation, this defines it as a mod, and not a stand alone game.  again, there is no shame in this, and it does not diminish tremulous in any way.  "mod" is a descriptive label, not a term with negative connotations.  your drama filled invoking of the developers is senseless.  as a modder and small-time coder myself, you are invoking me to tell me "fuck you", along with the trem team and everyone else who has ever modded.

you are extracting arguments about specific, peripheral points, which were used to give context originally, and applying them to the original point.  such arguments were made as a few people feel the need to fault my reasoning rather than my point.  this led to several mainly off topic arguments against several mainly off topic points.  i thought you said you've been reading everything.  i wonder how you could have missed that.  for example, in the sentence before i claimed the praetorian was "just an example" i answered your "counterargument".  if you have issue with my counterargument, say so, and do not claim i am avoiding defending my point when i plainly did not.  i mean, you ARE reading all of this right?  not just the selective sentence here and there?  because i dont know how you could have missed that.

adv goon and under dies in one shot of the luci.  this is why i called everything under rant a possible one shot.  conversely, there is no single attack that can kill a s2 armored human.  if you want to include rant trample, which is not instant but close, then we allow comparisons of flamer and painsaw, as these are both the same kind of weapon.  call them "extreme damage per second of contact" weapons.  including those only strengthens my position, as the saw is s1, and the flamer is s2.  the rant is s3.  so again, the humans have "extreme damage per second of contact" weapons that can instantly kill anything less than mara (including s2 basi+) before aliens get the same ability.  the s2 human version includes range and splash damage as well.

now, my examples.  

sg and md.  two for basi indicates where it should be for dretch.

sg & md team - for less credits than it takes evos, humans can have a team that oneshots any dretch in their considerable range.  in addition, they can twoshot anything less than a goon, the best thing available at s1.  it takes more players and more evos to dislodge such a team than it takes to field one.  if dretches tool more than one shot of each weapon, this situation would not be true.

f50 -

there is quite a difference between "dies in one hit" to "dies very quickly".  with "very quickly" there exists the possibility of avoiding some of the damage, and dealing some of your own.  with "one hit" you just feed, with no possibility of earning some evos.  thus keeping you dretch, and keeping the humans stocked with more MDs and SGs to keep up the carnage.

c'mon man, dont link me tvtropes.  pop culture rarely produces good game balance.  basi is balanced against MD and SG, it takes two shots.  dretch needs the same.  even if it survives the shot with only 1hp.

the complexity of even making oneshots on unarmored humans with rantswipe is comparable, i think, to oneshotting with the luci.  especially against humans that know how to dance.  i imagine this is comparable to a lucisuit taking on a dretch that knows his game.

when i was using the word instant in regards to luci secondary, i was referring to the ability to fire a secondary immediately after releasing a primary, adding 30 damage to the primary, and having its own splash.  as there is, for all practical reasons, no delay in firing a secondary, you extend the 1hko factor of the primary by the same amount.  what's the math like?  how much charge do you need to deal enough damage -30 to kill a mara?

i beg to differ about the same protection.  by spending less than an evo, a human can be protected by everything but rant trample.  with creative use of the dodge system (and/or a luci) you can use the rantcharge to bounce you out of harm's way, and keep dealing damage.  lucisplash rarely has the same beneficial effect.

as to luci cancelling, i had thought this related to switching to blaster retaining the charge of the luci, and not cancelling the charge itself.  

on the matter of friend basi:  because basi takes two hits from these "burst damage" weapons to kill.  he also heals himself as fast as he heals others, so if you can avoid damage for a moment, you can potentially survive longer.  this is not unlike a human popping a medkit in battle.  surviving the first shot can get you into position where humans hold fire to avoid teamkilling.

the reason these weapons are imbalanced, as is goon pounce and chomp, is that they can kill a fresh spawn in a singular hit.  roles aside, i am of the opinion that allowing the killing of fresh spawns with one, singular, hit is bad game balance.  hell, swap dretch and basic basi HP, and reduce adv basi.  that is more balanced than allowing 1hko on fresh spawns.  at least, that way, you must choose to allow these things to oneshot you.  i'm willing to except tyrant and luci from this, as they are s3 equipment, supposedly the ultimate.

i feel that if you remove all but s3 oneshots, less games would devolve into campfests.  i feel it would foster more teamwork as it would require players to work together to kill things quickly.  i feel it would remove the attraction of spawn camping, by making it a far more risky activity.

Am I the only one who thinks that after 3 or more pages of repeating drama the devs still won't give a flying fuck? :)

unless someone gets tired and locks the topic
yes, I hint at the 96% possibility of all your keystrokes being useless in terms of gameplay changing, be it for the bad or for the good
not attacking a point, don't shitstorm me please
sorry for getting in the way
if you can read this without magnification, you're either extremely awesome or have a 320x240 display resolution

if nothing else, i feel better for voicing my opinion.
Title: Re: 1HKOs
Post by: Plague Bringer on July 14, 2011, 01:49:48 am
You are too picky about what make a oneshot balanced. You believe that fresh spawns should be immune to oneshots because "oneshots are bad." You've hardly given any examples of why, exactly, a oneshot is imbalanced in Tremulous (which, for the last time, plays a lot differently than Quake 3). You've mentioned that it's frustrating, yes. You've mentioned that it's unfair, yes. You've mentioned that humans have more opportunity than aliens, yes. Aliens have more opportunity to poison and wall walk. You're neglecting to say exactly why "different" is unfair. I haven't recognized a distinct lack of balance. I haven't noticed people complaining. I haven't seen stats to indicate that humans get more oneshots than aliens. I haven't seen stats that say how many times a single luci will, in one life get oneshots (or kills) compared to a goon (or even a marauder).

My point about mods is that you wouldn't dare compare the balance in Tremulous to the balance in Quake 3 if Tremulous was on Darkplaces or Unreal Engine, regardless of the physics values. Player movement and scale could be exactly the same as Q3, but you wouldn't bother comparing the weapons and/or balance. You may use Quake 3 as an example: "Quake 3 dealt with 1hkos well! This is how...", but not as a direct comparison. You're putting too much weight in the value of what engine a game is on when it is completely irrelevant. It is frustrating and ridiculous.
Title: Re: 1HKOs
Post by: F50 on July 14, 2011, 05:27:37 am
First of all, +1 plague bringer. I would further add to that: Just because tremulous uses balance features present in other games, or even original balance features (1HKOs is not one of them) means that the balance is bad.

I want their effects to be scaled back to the effects of the original.  this means the rail...err... massdriver would take two shots to kill a fresh spawn (meaning: a dretch).  q3 has been out for a long time, and it has two prior games in the series.  that's a long time to find balance.  we should build from the lessons they learned, not throw them away for the sake of "being different".

So, what you're saying is that a fresh-spawned q3 battlesuit should be equivalent to a dretch. This is completely inappropriate and rediculous. The base class is weak, this is tremulous, not q3.

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i find it doubtful that you have indeed read al of my posts.  if you had, you would not bring up FO3 as an example, as i have indeed already voiced my opinion about gamebryo games in general, and FO3 in specific.

For clarity: People may have differing opinions, this may include opinions about Fallout 3. Disagreeing with an argument does not mean that one didn't read it.

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so, for clarity, "RAK defines a full game as a game that has its own custom engine, or changes the engine to be significantly different than the flagship title of the engine".

For clarity: I find your definition rediculous. Plague bringer did full justice to that I think, and I'll just refer to his post the next time you mention this sort of thing.

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"mod" is a descriptive label, not a term with negative connotations.  your drama filled invoking of the developers is senseless.  as a modder and small-time coder myself, you are invoking me to tell me "fuck you", along with the trem team and everyone else who has ever modded.

What is objected to here, is the entire comparison with q3. Tremulous is a mod of q3 before it went standalone. Perhaps in some circumstances you could say it still is. But nonetheless, there are no meaningful gameplay comparisons that arise out of that derivation alone. And since there are no meaningful, direct, gameplay comparisons, at least, no more than an FPS based off of a different engine, and because there are no dependencies on q3 as of yet, I'd say its a game in and of itself. Furthermore, not all games that use the exact same engine are considered to be mods of each other in common language. Of course, this is completely irrelevant, and has been for some time. The point is that making balance and gameplay comparisons between tremulous and q3 based on heritage is idiotic.


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adv goon and under dies in one shot of the luci.

As I've said before, you are being inconsistent here. The lucifer has much in common with rant trample, and very little in common with the instant killing abilities of the mass driver.

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if you want to include rant trample, which is not instant but close, then we allow comparisons of flamer and painsaw, as these are both the same kind of weapon.  call them "extreme damage per second of contact" weapons.  including those only strengthens my position

Well, first of all, what we really should do is just throw out both the lucifer cannon and the rant trample together from this discussion. However, including flamer and psaw most certainly do not strengthen your position. For instance. The painsaw takes more time to kill a marauder than the regular dragoon can kill a helmeted human. You see, there is nothing sacred about 1-hit kills. They merely kill someone very quickly. Given unlagged, in the time it takes for the shot-hit information to arrive at the server, added to the time it takes for the person who was killed to receive the damage/death information. This normally takes between 0.1 and 0.3 seconds. There really isn't much difference between a mass driver and a rifle given perfect aim, just play against Celestial's GPP bots with skill set to 0.


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sg and md.  two for basi indicates where it should be for dretch.
Sorry, I have to ask, what is this an example of?

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sg & md team - for less credits than it takes evos, humans can have a team that oneshots any dretch in their considerable range.  in addition, they can twoshot anything less than a goon, the best thing available at s1.  it takes more players and more evos to dislodge such a team than it takes to field one.  if dretches tool more than one shot of each weapon, this situation would not be true.

Yep. Attacking ranged weapons at long range is disadvantageous to short-ranged creatures. Who would have thought it would work like that? Seriously, this happens all of the time, the trick is to either go in large groups and pick off at least one, bring a larger alien to draw fire (and take out one or two himself), and/or wait until they move up the hall to face you at closer range. Dodging *helps*. If dretches took two shots with those weapons, they would be quite powerful indeed, given their size and speed. So much so that we should probably make them bigger, and larger, and cost an evo to compensate...

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there is quite a difference between "dies in one hit" to "dies very quickly".  with "very quickly" there exists the possibility of avoiding some of the damage, and dealing some of your own.  with "one hit" you just feed, with no possibility of earning some evos.  thus keeping you dretch, and keeping the humans stocked with more MDs and SGs to keep up the carnage.

And here is where you are inconsistent. The lucifer cannon kills you in one hit, but normally (and if it isn't its usually your own fault), you will have an opportunity to avoid all damage, and deal quite a bit of your own. Furthermore, what you say of 1 hit kill weapons here is true of all weapons that kill you quickly. If they kill you quickly enough, you will never reach them, and thus never be able to do damage, and thus gain no evos. What is the difference? Why does it matter? To me, it seems like the difference is 0.4 seconds, at most (again, face off against the bots to learn this). The fact is, the dretch is a fragile speedster, the point of dretching is to not get hit at all. After all, you can take half of a second of gunfire. Read the tvtropes article. Perhaps its authors would not great game-designers, but they do describe the game design concept quite nicely.

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basi is balanced against MD and SG, it takes two shots.  dretch needs the same.  even if it survives the shot with only 1hp.
Why is that? Why must the dretch be unbalanced at all? The dretch is weaker than the shotgun, after all, the shotgun costs credits. In fact, even a rifle is worth more than a dretch IIRC. Is a dretch balanced against a lucifer cannon? In my opinion, yes it is. But the game values them differently. Balance is far more than merely "RAK does not like 1HKOs, therefore they are unbalanced." I'm not sure if I'm making a caracature of your position or not, but please, give me something to work with, give me something more than mere "RAK does not like 1HKOs". Because if that is all you got, you have managed to put the most words to the most empty phrase I have yet seen outside of a religious debate :).

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the complexity of even making oneshots on unarmored humans with rantswipe is comparable, i think, to oneshotting with the luci.  especially against humans that know how to dance.  i imagine this is comparable to a lucisuit taking on a dretch that knows his game.
Well, here's a deal then, I'll be a rant, and you be a naked human, and we'll see what the complex of that is. Then you can be a helm+luci/bsuit+luci, and I'll be a marauder/goon, and we'll see how complex that is. I think you're being rediculous here, I call bullshit. Show it to me in-game, show me more than merely "RAK does not like 1HKOs".

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when i was using the word instant in regards to luci secondary, i was referring to the ability to fire a secondary immediately after releasing a primary, adding 30 damage to the primary, and having its own splash.  as there is, for all practical reasons, no delay in firing a secondary, you extend the 1hko factor of the primary by the same amount.  what's the math like?  how much charge do you need to deal enough damage -30 to kill a mara?

You'll need roughly half a luci charge. However, against a marauder that is irrelevant. If you can hit thing thing with any charge between that and 255, you'll kill it. But the problem is timing your release with the marauder's position. You won't get the full DPS except against buildings.

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i beg to differ about the same protection.  by spending less than an evo, a human can be protected by everything but rant trample.  with creative use of the dodge system (and/or a luci) you can use the rantcharge to bounce you out of harm's way, and keep dealing damage.  lucisplash rarely has the same beneficial effect.
*sigh*, we are talking about how being a basilisk compares to the protection of larmor+helm. How does comparing the luci to the tyrant charge effect that comparison at all? The mostly similar correct comparison is that if you're a basilisk/larmor+rifle, you probably are going to have trouble taking on a tyrant/luci. Your comparison makes no sense whatsoever. Bring me something that isn't misdirection. You are arguing around the issue here. Do you have anything that can back up "RAK does not like 1HKOs".

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as to luci cancelling, i had thought this related to switching to blaster retaining the charge of the luci, and not cancelling the charge itself.
Doesn't work anymore.


For the TL;DR folks, just read this one:

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the reason these weapons are imbalanced, as is goon pounce and chomp, is that they can kill a fresh spawn in a singular hit.  roles aside, i am of the opinion that allowing the killing of fresh spawns with one, singular, hit is bad game balance.  hell, swap dretch and basic basi HP, and reduce adv basi.  that is more balanced than allowing 1hko on fresh spawns.  at least, that way, you must choose to allow these things to oneshot you.  i'm willing to except tyrant and luci from this, as they are s3 equipment, supposedly the ultimate.

So the entire reason why these human weapons are unbalanced is because dretches are not designed to take damage? I think I heard you say that again. (he asks again, expecting "RAK does not like 1HKOs".)

Also goon chomp and pounce are unbalanced as well, because "RAK does not like 1HKOs"? It seems that RAK doesn't like getting owned by people with more credits than he does. Ok, fine. How is that unbalanced? Do you have anything more than "RAK does not like 1HKOs"?


Also, re-read plague bringer's last post (right above this far-too-long one), that post is far more eloquent than mine.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 14, 2011, 08:43:21 am
plague bringer:

my "pickyness" is a concession.  to be completely honest, i would remove oneshots on those as well, but i can deal with imbalances in these as they are stage 3, and should be somewhat overpowered. i have given you examples as to why i think oneshots are bad, and the examples of other team based FPS, a couple even including buildables.  this is why i say you dont read my posts.  all of the things you have just accused me of not doing, i have done.

if trem was on darkplaces or unreal, i'd compare it to q1 or whatever unreal version it was using.  trem would then be using the physics and scale of one of those engines, and its weapons would, in all probability, be reskinned and tweaked versions of the default weapons of those engines.

i'm sorry if my stricter definition than what is casual of what makes a game a game and a mod a mod upsets you.  let me put it another way.  in all likelihood i can take the data files from tremulous, put them into a mod folder in a ioq3 install, and run it.  this would be true of many commercial games as well, if they did not actively attempt to restrict such activity.  for example, if i could decrypt the game data and assets in "transformers: war for cybertron" i could likely run it as a mod from inside UT3.

f50-

in q3 in most game modes, you spawn weak.  you have 125 health, and a machine gun.  you can be killed by 2 rockets, 2 rails, 2 bfg hits. 3 gauntlet hits, and more shots by more weapons.  compared to someone holding a rocket, a railgun, a lightning gun, and/or more, with up to 200 hp and 200 armor + possible regeneration or medkit, or other usable item, yes, a fresh spawn is about as weak as a dretch.  or, unsurprisingly, a naked rifle.  the major difference is that q3 is balanced so that a fresh spawn cannot be hit one time and killed, while tremulous is not.

for clarity:  plague bringer was asking me MY opinion on something, which i had previously stated.  by asking me something that i had allready answered, i came to the conclusion that he had not read my post.  not by holding a different opinion.

feel free to find my opinion whatever you like.  i would not have posted it if i was bothered by the thought of people ridiculing me for it.

i do not think such comparisons to be idiotic, obviously.  i've also used other team based FPSs as examples.  discarding my opinion because "trem =/= quake lol" is frivolous.  if you disagree with me, that's fine.  i think it's idiotic to let executives convince you a mod is a game and for you to pay full game price for it, but i havent mentioned it till just now.  it's called tact, and it's been sadly lacking.  you'll also note that this whole thing spawned off of me using q3 as my last example, after everything else, with the phrase "even the parent game of tremulous, q3 does not suffer from this imbalance".

~1 evo vs 2 evos is a slow kill compared to 3 evos vs ~1 evo?  lets strive for balance.  how do flamer vs mara compare to goon vs bsuit?  thats about the same in terms of credits to evos, right?  i havent bitched about unlagged, as of yet, but having unlagged is another reason that we should do away with 1hko.  do you know how many times ive been mass driven through corners?  unlagged is a kind of melding client side hit detection into a game that is server side hit detection.  planetside, in particular, never let their sniper rifle be a one hit kill because they used CSHD.  yes, at the time there was a popular demand for it to become 1hko, and a company rep, if not a developer, directly stated this.  they considered it unfair to be instantly killed because of ping differences.  i i dont quite remember about the q3 reasoning, but i think it was done to discourage spawncamping.  both are very good reasons to do away with 1hko prior to s3.

the dretch, while agile, can not move faster than a player can aim.  if there were a mechanic of the game limiting your ability to aim, then yes, the dretch would be fine as it is.  

it is an example of balance.  given that this is a team game, no one anything should die in one hit of anything.  moving to your next point, what's forcing the humans to advance?  i think the big reason that humans lose a slight percentage more than aliens is because they fail to recognise what they can do.  why advance from the secure position you can hold anything off from?  call in a ckit and build there.  add turrets to the mix and become even more unassailable.  why is it balanced if it takes, i dont know, 6 or more dretches to dislodge two humans?  why does it take more evos to dislodge them than it takes credits to set that up?  and why do mappers feel the need to add all sorts of fucked up geometry to the walls and ceilings that you have to crawl over that do nothing but keep you in the line of fire longer?

sorry about that last bit.  the whole shotgun and massdriver thing is really bad at the alien's front door on tremor.  i'm sure my own personal hell looks like tremor.

the dretch, at full hp, is a "fresh spawn" and therefore should be protected from oneshots by anything except s3 stuff.  aside from the peripheral stuff with plague defining what a game is, the major reason for the length of my posts are my examples of why 1hko are unbalancing, on the whole.  

any 1v1 would be pointless.  all we would discover is that i am shit with humans, and that is no great mystery.  i for one, am honest in my lack of the ability to dance with rants.  play against a good human, that would be more productive.

luci vs mara:  you agree that chance to miss decreases with distance?  how far away does the mara have to be to deal damage?  assuming players of equal skill, my money is on the luci making the oneshot before the mara can make the kill.

larmor + helmet < 1 evo.  NOTHING can oneshot larmor + helmet.  even including rantcharge, which is really too inconsistent to matter.  meanwhile, as basi there is still psaw and flamer.  and luci.  i know i said i wasent including flamer and saw, but you seem insistent to include rantcharge.  yes, neither the flamer or the saw are "1 hit", neither is the rantcharge.

as for goon pounce, you must have missed this last post:


the reason these weapons are imbalanced, as is goon pounce and chomp, is that they can kill a fresh spawn in a singular hit.  roles aside, i am of the opinion that allowing the killing of fresh spawns with one, singular, hit is bad game balance.  hell, swap dretch and basic basi HP, and reduce adv basi.  that is more balanced than allowing 1hko on fresh spawns.  at least, that way, you must choose to allow these things to oneshot you.  i'm willing to except tyrant and luci from this, as they are s3 equipment, supposedly the ultimate.

i feel that if you remove all but s3 oneshots, less games would devolve into campfests.  i feel it would foster more teamwork as it would require players to work together to kill things quickly.  i feel it would remove the attraction of spawn camping, by making it a far more risky activity.


you asked me many times to back up "RAK does not like 1hkos", yet you missed the paragraph where i explicitly did this.  i've been doing it for three pages, again minus the side discussion with plague bringer.  such hard data as you request, i do not have access to, nor given the statistics shown on tremstats and in the gpp phase results thread, is such data even collected.  if it IS collected, i too, would be interested to see it.
Title: Re: 1HKOs
Post by: Meisseli on July 14, 2011, 02:35:46 pm
havent played urban terror to make the comparison, but it is a safe bet that most of its weapons are only reskinned and slightly modified from q3 base.
Hahahahahahah...
Title: Re: 1HKOs
Post by: Plague Bringer on July 14, 2011, 06:31:30 pm
RAK: I'm tired of fiddling with large quotes so I'm going to follow suit and hope you can piece it together.

You're focusing not on the similarities between games but the engine which is irrelevant. You either missed the part where I mentioned scale and physics, or you ignored it.

You are giving "examples of balance", as you call them. Perhaps this is a difference of opinion, but I don't see any examples of balance. I see examples of differences between games, as well as teams within these games. Also, the idea of being massdrivered through a corner can be extended to any weapon. I can be rifled or pulse rifled or lassgunned through a corner. Should damage be done away with? Why is the stress on one hit kills when extremely fast kills can be just as deadly? Yes, I recognize the difference between one shots and five, but I also recognize the similarity between 0.1 and 0.4 (or however long) of a second. Dodging is something that will help you as much against a rifle as it will against a MD, and it's something that takes practice. My point here is: Concentrated fire is not hard vs. a non-dodging target. Sniping is not hard vs. a non-dodging target. This brings quick kills and one hit kills into the same realm of deadliness, but as the target dodges more both become harder to achieve. The better the target, the worse the targeter.

Also, I think your point about having no limitations to the human aim is a little generous. The unpredictability of some dretches more than makes up for their less than supercharged running ability. You're right, humans can aim as fast  as they want, but they cannot necessarily aim as well as they want. It seems you're assuming perfect situations with the bias for whichever team you're talking up at the moment; Calling a difference of skill an imbalance. I get owned by everything in Q3: TA. I suck. It's balanced.

I spawn camp with a pulse rifle all the fucking time (and in CoD, I prefer SMGs. Anything but an instant kill). :)

Getting back to your being too generous with examples, F50 has a very good point about lucifer cannons being "hardly a 1HKO weapon". I usually release a half charge because of unforeseeable timing issues. Most of the time if I'm going to get a hit I'm going to get a weak one. Most of the time that I get a "one hit" kill, it's because someone else bled my target's health. I'd hardly call it a consistent or predictable one hit kill weapon unless you're fighting noobs, in which case, difference of skill =/= imbalance. Now, I'll grant that the ability to consistently one hit newbies creates an unfriendly and high-learning curve environment, but I do not think that it's an imbalance.

If anyone here is able to host a server, I'd be happy to (maybe) attempt decompiling GPP, tweaking some values (weakening goon chomp and decreasing delay; weakening goon snipe; weakening luci primary but increasing projectile speed/size/splash; weakening mass driver but decreasing delay; etc.) and compiling a QVM for someone to host. As I understand it this would be as easy as finding the values in question and changing them. No coding knowledge required. Of course, to get any usable values we'd need to get a fair bit of traffic to the server which is unlikely at best. I think that it's obvious we're having a hard time agreeing, but I'd be glad to look at some stats to see if these weapons are truly unbalanced. (GPP phase 8? :D)
Title: Re: 1HKOs
Post by: Qrntz on July 14, 2011, 10:25:01 pm
If anyone here is able to host a server, I'd be happy to (maybe) attempt decompiling GPP, tweaking some values (weakening goon chomp and decreasing delay; weakening goon snipe; weakening luci primary but increasing projectile speed/size/splash; weakening mass driver but decreasing delay; etc.) and compiling a QVM for someone to host. As I understand it this would be as easy as finding the values in question and changing them. No coding knowledge required.
I can allocate you one. It is pretty far from US, though.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 14, 2011, 10:36:18 pm
no worries, you'll note i mainly dropped quotes some time ago.

i did not ignore scale and physics.  i specifically mentioned them.  the "similarities" as you call them, are a result of the engine.  why do, for example, the four quake games all play different?  because of their engines.  why do doom3 and quake4 play so similarly?  because of their engine.  i could use further examples, but this should be enough to illustrate my point.

last post, in specific, i used the example of planetside, where i informed you that they decided, against popular opinion, to not modify the sniper rifle to become a 1hko weapon on the basis that it is unfair and unfun because of CSHD (unlagged analogue).  the difference between getting shot through a corner by a MD and a rifle is that the MD kills in one shot.  it is unfair and unfun to be subjected to one hit kills when you leave a "ghost hitbox trail" that people of various pings can hit.  dodging is near useless on unlagged.  it does not matter if i zig or zag, because my path will likely cross LoS with my "ghost hitbox" and i'll get killed anyway.  peeking around a corner for an instant is also quite stupid with unlagged.  i expose myself for less than .5 a second, yet that cursed MD gets me 3-4 feet from the corner.  in short, 1hko would be more tolerable without unlagged.  it would still be bad balance, in my opinion, but it would only be half as unfair and unfun.

by all means, camp with the pulse.  that's better than camping with something that kills in a single shot.  there exists the chance for escape, more-so because the pulse is not hitscan.

1/2 charge = 1hko on mara.  if you are missing a lot, practice with it more.  or learn what areas to fight in areas where aliens can not conceivably dodge.  despite all the personal experience examples we have both been using, this is not about player skill, but what is capable with the equipment.  the equipment's capabilities are where the imbalance is.  the possibility of such oneshots is enough to be unbalancing.  after all, it's not like you cannot just spam and be reasonably assured that anything not a tyrant will die.  you see this a lot on the long hall on nievius.  or all of drift.

again, i'd like to see such stats as well, but again, given the information on tremstats and the last GPP phase data, it is doubtful this information is even collected.  nowhere do i see "massdrivers killed dretches x times" or anything like that.  

i wonder how the data is aggregated.  condumps?  is there any practical way to actually record this data?  i might be able to whip up a python parser if there is.

also, whip up the files, and i'll host the server.  i have a fairly decent (by modern standards) computer, and a damn good connection.  i'll run whatever qvm you whip up in two equal periods, one with unlagged, one without.
Title: Re: 1HKOs
Post by: Plague Bringer on July 15, 2011, 01:01:47 am
While I understand that potential is a big factor in weapon strength, I still think you're being too generous with regards to granting every luci wielder unlimited ability to time, aim, and dodge. Arguing for imbalance on paper is a lot different than arguing for it in practice. Assuming perfection, the luci is a ridiculously OP weapon (and in fact, the MD would be too), but you seem to neglect that most people miss shots as much as they hit them. To say that I have no ability to "get away" from an MD, unlagged or not, is a little silly. Potential to 1hko does not guarantee a 1hko.

Now, I'm off to read up on decompiling and C and such (didn't you say you modded? ;))
Title: Re: 1HKOs
Post by: Tremulant on July 15, 2011, 02:56:36 am
i did not ignore scale and physics.  i specifically mentioned them.  the "similarities" as you call them, are a result of the engine.  why do, for example, the four quake games all play different?  because of their engines.  why do doom3 and quake4 play so similarly?  because of their engine.
Yeah, American McGee's Alice is almost indistinguishable from Elite Force because of the shared engine, and i bet brink plays just like Doom3.
Title: Re: 1HKOs
Post by: Plague Bringer on July 15, 2011, 03:11:08 am
i did not ignore scale and physics.  i specifically mentioned them.  the "similarities" as you call them, are a result of the engine.  why do, for example, the four quake games all play different?  because of their engines.  why do doom3 and quake4 play so similarly?  because of their engine.
Yeah, American McGee's Alice is almost indistinguishable from Elite Force because of the shared engine, and i bet brink plays just like Doom3.
What Tremulant is saying is that the games play differently because the developers didn't bother to deviate from the engine that much. It's the developer's choice, not a limitation. It is and has been my contention that Tremulous has deviated far enough away from Quake 3 to not be compared so closely, but I think that debate (between us at least) is done. :)
Title: Re: 1HKOs
Post by: F50 on July 15, 2011, 04:13:25 am
Now, I'm off to read up on decompiling and C and such (didn't you say you modded? ;))

Decompiling? No need for something so radical.

"svn co svn://svn.icculus.org/tremulous/trunk"
"vim trunk/src/game/tremulous.h"

tremulous.h contains everything you need to tweak damage and rate-of-fire settings. Compile that to a qvm and you are good to go.


RAK, I will consent that the flamer has a considerable advantage over the (advanced) marauder, and some people have called in imbalance (mostly due to the flamer's cost). I should note that the regular dragoon, which costs the same is considerably better against the flamer, due to the way the weapons work, however. I'll take you dragoon vs bsuit (+250cr for a decent weapon, given ~3 credits that should be pretty ample) without hesitation. If you want to prove that 1HKOs are imbalanced in practice (given non-perfect aim), come, set a time and I'll see about getting a few players there to 1vs1 and we can even see how skill factors into things. As I said before, I think you just suck at dretching.

You have brought up a lot of anecdotal tales to support your imbalance claim, and have attempted many comparisons to other games, but this needs to be tested in-game, and has been tested, in-game for the past GPP phases, and throughout 1.1. Statistics (which can lie), have been gathered, other opinions have been gathered, so I need something more than your frustration. You don't like 1HKOs, but you cannot show me how this effects win ratios, because IMHO, it doesn't nearly as much as you seem to say. So come, prove it in-game. I want to see you get 1000 mass driver kills in the next month and become a pro at clay dretching. I want to see you bag marauders by the dozen with a lucifer cannon (after all, they are easy to hit ^^ ).

Come, let us play.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 15, 2011, 10:32:33 am
tremulant, you missed this a few posts back -

i'm sorry if my stricter definition than what is casual of what makes a game a game and a mod a mod upsets you.  let me put it another way.  in all likelihood i can take the data files from tremulous, put them into a mod folder in a ioq3 install, and run it.  this would be true of many commercial games as well, if they did not actively attempt to restrict such activity.  for example, if i could decrypt the game data and assets in "transformers: war for cybertron" i could likely run it as a mod from inside UT3.

if they did not change the engine and interface for drift to the extent that i can no longer run it from doom3/quake4, then i shall consider it a mod.  as a mod, i would not consider paying full game price for it.

f50 -

i do not need to show you how it affects win ratios.  i never claimed it did.  i claimed that 1hko is unfair and unfun.  i suppose i could have worded all this much better from the start, but alas, years of internet exposure have turned me into a sarcastic prick.  perhaps i should have said -

"hey guys, i find 1hko's to be unfair an unfun.  perhaps you have never considered any alternatives, as i remember it was so frustrating in 1.1 that i quit tremulous for a good three or four years.  gpp has improved balance tremendously, but perhaps we out to give this a shot.  other games have done it this way....*insert other game examples*.  well, glad to get that off my chest.  be your hat ingame!"

also, 1v1 is pointless.  this is a team game.  you'd need several games with several mixes of teams of several sizes to get good data.  an operation kind of like US1.  i am more than willing to host such a server, though i really do not have the HDD space for the logs.  to be completely honest, i dont even have the HDD space to do the latest kernel update.  so, if i am to host such a server, i'll need someplace to drop the logs off, preferably in close-to-realtime,

in closing, i really dont like playing human.  i'll do it from time to time, but not often.  and when i do, i avoid the weapons i complain about, generally.  i'll use them here and there, both to get the idea of what it's like on the other side of the barrel, and to devise ways around such weapons.

i'd rather get a thousand more basi kills anyway.
Title: Re: 1HKOs
Post by: F50 on July 15, 2011, 10:42:52 am
One further question, would giving the mass driver a 3 round burst over 0.1 or 0.2 seconds (the full three rounds would have the same stats as the current mass driver) change anything in your opinion?
Title: Re: 1HKOs
Post by: Meisseli on July 15, 2011, 10:56:35 am
tremulant, you missed this a few posts back -
I don't think he missed the post where you said every Q3 engine game has the same weapons as Q3 ::)

RAK, for the nth time, as much as you seem to hate dying to massdrivers as a dretch, just evolve. I assure you what seems to be your idea of a max. 24 damage massdriver would make the massdriver unbalanced, unfair and unfun, those three words that you seem to like to (over)use so much. It's the weapon's function: to kill the lower classes - it's bad against the bigger ones, and truly useless against buildings. I find that to be a pretty accurate description of a balanced weapon.

EDIT: and, just about any weapon kills dretches as efficiently as a massdriver. Lasgun for example, doesn't really matter if it's 1hit or not.
Title: Re: 1HKOs
Post by: Nux on July 15, 2011, 11:15:05 am
What Tremulant is saying is that the games play differently because the developers didn't bother to deviate from the engine that much.

I'm not sure what you're saying about them playing differently because they're too similar.

I thought he was saying that those games were completely (http://www.youtube.com/watch?v=gyBw_emjO7A&feature=related) different (http://www.youtube.com/watch?v=nGo8WnCQXts), despite their shared engine. The developers deviated (http://i.imgur.com/IAitg.jpg) alright.
Title: Re: 1HKOs
Post by: Tremulant on July 15, 2011, 02:29:21 pm
this is a team game.
i'd rather get a thousand more basi kills anyway.
But as a basi you're of very limited use to your team, especially in small games, basis are crap base breakers. Remember that 2on1 you joined on niveus the other day? Your use of nothing but basi held us back considerably, with a rant camping in base on a booster there's no need for friend basi, i'm afraid, and something larger and more capable of eating the enemy base(mara+) would be more beneficial.
Title: Re: 1HKOs
Post by: Nux on July 15, 2011, 02:58:12 pm
Don't knock friend basi! Friend basi is a valued portable booster and trapper! The only wasted basi is a bad basi and bad basi is not my friend.  >:(
Title: Re: 1HKOs
Post by: /dev/humancontroller on July 16, 2011, 01:17:10 am
(much tl;dr-ing went on during the composition of this reply.)


devhc, I still don't understand what you are saying, because you are not saying anything with sufficient verbosity. As long as the "disperson" is similar for humans and aliens, or as long as the dispersons works out to be mostly even, balance should be maintained. Its possible I've misjudged your definition of effort, but you need to make.
effort is the amount of commitment one puts into the game: a combination of concentration, precision, quick response, learning, and strategic thinking (but not patience). consider a game between 2 players: there is a (uniformly) random number in [1..1000000]. both players first have to guess that number. if both players fail to guess the number, then the game is a draw. if one player guesses the number correctly while the other player fails to do so, then the latter player loses the game. if both players guess the number correctly, then both players take 1 shot at the other, resulting in a win/loss/draw depending on who succeeded in hitting the other. this game is completely balanced due to symmetry. however, the probability of you winning will not increase above 1/1000000, even if you shit blood trying (to guess the number, and to shoot your opponent). this means that the outcome of the game has more to do with luck than with skill, or, as i would say, the game is statistically dispersed. another example of adding dispersion while keeping the win ratio is to randomize the final outcome of the game (stop the game with one team winning) in 50% of the cases at every 5 minute mark in the game.

for the more experienced players who feel the skill of the game, who feel what it takes to beat an opponent in a particular way, can be frustrated when an opponent beats them in a cheap way (that is of little interest to many viewers).
Quote from: RAKninja
third paragraph.  i have fun while losing.  so long as the battle is a hard fought one.  when both teams reach s3 and there is no one single player on either side carrying the rest of the team, that's a good game to me.  win or loss does not matter.

the dretch did something wrong?  by spawning?  i dont follow your logic there.  i also dont get "outclassed" as even a bsuit can dodge faster than a dretch can move.

If you join an in-progress game, you're at a disadvantage. That's what i said. If you join an in-progress game, you can't expect balance to be had. You're outgunned. Also, if you suck, you can't expect balance to be had. You're outskilled.

To end: you're aware that certain tactical decisions (pushing up a hall as opposed to an open space) lend themselves to certain teams, right? And that certain tactical decisions are better than others? That an MD will have a hay day in arachnid halls but not in the tighter areas? That not every situation is good for every weapon or alien? If you play your alien or weapon right, you'll learn that just because the human has the potential to one-shot doesn't mean he will. The MD can oneshot only one alien, and the luci can oneshot only when given time. You're bitching about two weapons being OP because A) you confront them in situations that aren't favorable to you, or B) your opponent is lucky and kills you in a situation that should be favorable to you. Both of those things happen in every game (and real life). They are facts that you need to get used to. Learn the game, and play to the strengths of your class - oneshots won't matter.
For those of you who are clay-dretches (and I have been this myself, and recently), you have to think more tactically. If there is a massdriver sitting at the end of a hall, you have three choices: do some l33t dodging (potentially in a group with other dretches), wait for a non-dretch to go first, or don't go down that hall. If you choose the latter, you have two choices, you can sit at your end of the hall, and wait until a human comes your way, giving you the advantage (you probably won't have to wait long), or you can go fight in another part of the map.Remember, humans tend to have the advantage in hallways, you have the advantage of surprise (in s1), and prefer to begin an engagement at shorter range. If you're being a clay dretch, its because you think you are better than your MD opponent, or because you're not thinking tactically. Try to engage enemies when you have the upper hand, and not when your position is weak. The advantage of terrain means a lot in tremulous (and GPP more so). Taking out s1 MDs as a dretch is easier than taking out shotguns, if you engage them at short range, as has already been pointed out.
Stop trying to blame shitty playing/tactics on balanced game mechanics.
patience is not awesome skill, and it is up to the design of the game logic not to reward patience. MD-camping is a form of camping, which is an act of patience, and should be dealt with. i've even heard someone saying that camping is a social issue, and not a gameplay one; that's fucking retarded, it's an excuse for proper game design. generally, it is the job of the game logic to avoid scenarios where people complain by saying "d00d, stop <insert_advantageous_act_here>ing", for example "d00d, stop camping", or
just kill the damn egg and get it over with.


who said that variance (in weapons, etc.) is required for balance? not at all. with 2 teams with equal abilities and rotationally symmetrical maps (i'm thinking about Team Fortress), there is just no question about the win ratio part of the balance. however, there is a question about the skill-to-outcome ratio part of the balance of such a gameplay logic. in fact, the balance doesn't change at all if we add a copy of a shotgun, "shotgun 2", which differs from the current shotgun in its name.


the following demonstrates how the humans are mathematically more powerful than aliens, on an at-least-minimally-open map, such as the stock maps of 1.1.0. as the game begins, the humans have ranged rifles, but the aliens have no ranged weapons. with that armament and those classes, humans have a potential to be better than aliens: as (aiming and positioning) skills tend to infinity, the humans can kill the showing aliens more quickly and swiftly, while the aliens' attacking ability is limited by the time it takes to run up to a human. practically this isn't the case due to the incompetence of the players playing Tremulous nowadays, and the instability of the game engine, and its inability to compensate for latency. so while the game is mathematically a piece of shit, it is somewhat playable by the current community. in other words, Tremulous is made for n00bs and moderately-skilled players, but it does not have the skill-demonstrative value to become an accepted game in e-sports.


generally, when it comes to people announcing or discussing improvements to the game logic, while you may say "i'm just warning you, that you will fail (to find a solution, etc.)", you may not stop the people from trying to solve things. that is, opinions are welcome, but nothing beyond that is. this means that if XYZ might have some proposed game logic improvements, you can tell him to fuck off by saying "good point, do something about it youself", or "good idea, code it yourself (TM)", but you may not say "you are stupid, gtfo".

also, 1v1 is pointless.  this is a team game.
that should not prevent us from tailoring a game logic with 1v1 games in mind (with perhaps with the unfortunate, but affordable downsides to NvN games).


fact: Tremulous and Quake3 are different. any 2 things, that are not the same, are different; it's impossible not to understand this.
fact: Tremulous and Quake3 are significantly different, with an applicable definition of "significantly different".
fact: Tremulous and Quake3 are not significantly different, with an(other) applicable definition of "significantly different".
fact: the difference between Tremulous and Quake3 is completely irrelevant to the fact that we should strive to create a balanced and sensical-for-the-long-run game.

a bunch of extreme tweaks or additions (for example, doubled played speed, tripled firing speed, flying tyrants, explosive dretches, etc.) can make the game very interesting at first, but those changes will become boring relatively soon. the semi-well-composedness of the current state of the game allows for a fun experience for a median time, and only the more experienced players notice that there's room for shitloads of improvements.


It's actually pretty easy to remove the possibility of one-hit kills from the lucifer cannon without doing much to it's effectiveness: Divide the charge time and the damage amount by X, where X is whatever the hell you like (greater than 1).
that's highly plausible. unfortunately as X grows, the lucifer cannon becomes a lasgun-equivalent weapon. perhaps the lucifer cannon should be completely revamped or completely removed.

One further question, would giving the mass driver a 3 round burst over 0.1 or 0.2 seconds (the full three rounds would have the same stats as the current mass driver) change anything in your opinion?
i'd say: like hell.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 16, 2011, 01:46:37 am
f50. if it is possible to avoid the killing shot, and still have at least 1hp, yes.  it can be hard as fuck to actually pull off, but if it is possible, then yes.  for example, the lasgun.  the lasgun is ~= the rifle, and the rifle can kill a dretch very quickly.  but the dretch can avoid some of the damage and possibly deal some himself.  this allows the dretch to build some evos, and avoid getting stuck as dretch as the game stages up, meaning, when dretching becomes progressively less and less fun.  by removing oneshots for the goon, this gives naked humans the same opportunity, i think.

meissili, no where did i claim absolutism.  i DID use the qualifying word "most" in reference to weapons being reskinned and tweaked q3 default.  i did not say "every weapon in every q3 mod is a q3 default weapon.  i said "most q3 mods include reskinned q3 weapons, usually with slight tweaks"  it is just plain easier and faster to modify existing code, than it is to write new code.  this is why so many "games" use third party engines.  it is easier and faster (and therefore more cost effective) to use code that someone else wrote and tweak it.  

i have suggested an alternative to a straight 24 damage MD.  have the MD deal a damage type that does reduced damage to "soft" targets, and just as much as it does now for "armored" targets, if not more.  do the same with other human weapons, that way weapon selection becomes a more strategic element of the game than it currently is.  not that i am saying weapon selection is NOT a strategic element mind you, only that by adding such "specialisations" it becomes more so.  do you stick with rifle or shotgun to deal with dretches and basi, or use MD or lasgun to deal with maras and goons?

tremulant, yes, basi at hs2+ is often more a liability than an asset.  i could use more practice as mara (all day yesterday i was working on my goon and mara, getting the hang of goon, not so much mara)  trust me, i am of far more use to the team as a basi than as a mara.  at hs2+ but before as3, i tend to use my evos for the extra HP.  when we get close to as3, i start saving evos for rant.

yes, i'm not the best, especially against a good human, like nux for example.  i tend to do much better when there are humans closer to my skill level for me to fight.


nux, your goon, my basi... lets make a granger.


edit: forgot to add this:

also, 1v1 is pointless.  this is a team game.
that should not prevent us from tailoring a game logic with 1v1 games in mind (with perhaps with the unfortunate, but affordable downsides to NvN games).
the minimum that should be considered for a team based game is 2v2, in my opinion.  variables that make sense in 1v1 play can, and often do, make progressively less sense the more players that are added in. for example, in tremulous 1v1, you have no teammate to build/repair a base, giving a huge advantage to the player who can damage his enemy's base.  eventually, player a is going to have to build, and player b can attack with far less reprisal. this changes greatly with the addition of one player per side.  then you can have a builder, and someone else running attack and defence. if we balanced buildings for 1v1 play, i doubt they would make much sense in a 3v3, or a 8v8 or a 16v16.
Title: Re: 1HKOs
Post by: F50 on July 16, 2011, 01:54:47 pm

patience is not awesome skill, and it is up to the design of the game logic not to reward patience. MD-camping is a form of camping, which is an act of patience, and should be dealt with. i've even heard someone saying that camping is a social issue, and not a gameplay one; that's fucking retarded, it's an excuse for proper game design. generally, it is the job of the game logic to avoid scenarios where people complain by saying "d00d, stop <insert_advantageous_act_here>ing", for example "d00d, stop camping", or

It *is* predominantly a social issue in 1.2. If you watch a scrim, you will notice that in the event of camping early on, the humans win by default due to the new repeaters (although imperfect camping can result in rc-hoppage and a near-instant loss). In alien stage 2, given a well-formed map without base locations at the end of obnoxiously long hallways, the advanced goon (usually two goons) can usually whittle away at the human base or reactor enough to make camping likely a sub-optimal strategy. In stage 1, it is possible for the game to be seriously flawed, as that stage can last for 20 minutes or more in games involving seeds and pk. The game logic is not perfect in this respect (and the effectiveness is map-dependant), but generally camping is not the best strategy

Quote
humans have a potential to be better than aliens: as (aiming and positioning) skills tend to infinity, the humans can kill the showing aliens more quickly and swiftly, while the aliens' attacking ability is limited by the time it takes to run up to a human. practically this isn't the case due to the incompetence of the players playing Tremulous nowadays, and the instability of the game engine, and its inability to compensate for latency. so while the game is mathematically a piece of shit, it is somewhat playable by the current community. in other words, Tremulous is made for n00bs and moderately-skilled players, but it does not have the skill-demonstrative value to become an accepted game in e-sports.

+1 for devhc. I would not say that the game engine is instable, but the rest is pretty much true. I should note that with more players, the aliens are slightly less disadvantaged (in a game with perfect humans, such as one played against bots), since if you feed a human enough dretches, he *will* have to reload, or run out of bullets. At this point, a significant advantage has been gained, however. One further qualification is that this only strictly applies to dretches, basilisks, and (to a slightly lesser extent) marauders. It may also apply to larger classes, but the effect is considerably less.

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that's highly plausible. unfortunately as X grows, the lucifer cannon becomes a lasgun-equivalent weapon. perhaps the lucifer cannon should be completely revamped or completely removed.
Yes, I'd prefer the lucifer cannon to not be replaced with the lasgun :). I don't see how the lucifer cannon is a big issue. The DPS is not significantly greater than the chaingun, and is significantly harder to use. The main benefit is against buildings, as well as a surprise factor against the less skilled. One can say that as skill increases, the lucifer cannon becomes much less valuable.


Do not worry, the suggestion of making the mass driver into a tripleshot is not a serious one, just a probe into RAK's mind.
Title: Re: 1HKOs
Post by: Tremulant on July 16, 2011, 02:31:08 pm
e-sports, I see, so trem isn't serious business enough for dhc, and presumably he doesn't play anyway because he's too bloody awesome and it's unfair. If you lot spent less time talking about trem and more time playing it'd be a lot more fun for everyone.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 16, 2011, 03:14:50 pm
+1 for devhc. I would not say that the game engine is instable, but the rest is pretty much true. I should note that with more players, the aliens are slightly less disadvantaged (in a game with perfect humans, such as one played against bots), since if you feed a human enough dretches, he *will* have to reload, or run out of bullets. At this point, a significant advantage has been gained, however. One further qualification is that this only strictly applies to dretches, basilisks, and (to a slightly lesser extent) marauders. It may also apply to larger classes, but the effect is considerably less.

Do not worry, the suggestion of making the mass driver into a tripleshot is not a serious one, just a probe into RAK's mind.
what forces the human to hang around waiting to run out of ammo?  why does he not just run back to base for more?  kind of how a human will quite often run back to base, no matter the distance, if he pops his medkit.  much like how  aliens go back to the booster, or back off for natural regen.  and even if the human does run out of ammo and gets swarmed under, he's got the credits now to come back more devastating than before.  why leave the base at all?  just hang out and have structures assist your kills till you stage up and have a significant advantage over the other team?  why is it humans wll often set up shop in the hall outside the alien base, and make no move to come inside and wreck it, despite having superior firepower?

oh, i agree wholeheartedly about the "highly dependant on  level design" bit.  even many of the levels that are "good" to aliens have fucked up geometry all over the walls and ceilings that all make wallwalk very disorienting at the least.  "unwalkable" would be the next descriptive term i use for them.  take the walls and ceilings of bluedragon.  or those arches in nano (that also are great for fucking up goon pounces i'm finding out).  that's not even considering blatantly fucked up shit, like the big "touch me while i'm moving and you die" unwalkable door/wall on drift, or the plants overhanging the ledge by the default alien egg cluster on orion.  i wonder if most mapmakers are mostly humans.  i am not opposed to detail on the level, just said detail basically removing one of the greatest advantages of the "low" alien classes.

did you find what you were looking for with that probe?  i can elaborate further if you desire.  if there is one thing i rarely lack, it is words.
Title: Re: 1HKOs
Post by: Nux on July 16, 2011, 05:06:30 pm
This seems appropriate here. (http://www.smbc-comics.com/index.php?db=comics&id=2307#comic)

I don't have anything against anyone here for actively taking part in this discussion and giving thier point of view. Just, RAK clearly has bad experiences with one-hit kills and nothing that's said will change that. So what results is a thread full of opinions and, unfortunately, bad arguments.

If everyone were trying to find a consensus on what makes tremulous good and what it should be like so that they could implement the ideas, I'd be a lot more encouraged.
Title: Re: 1HKOs
Post by: Plague Bringer on July 16, 2011, 05:47:57 pm
I refuse to accept community map design as evidence for poor alien maneuverability in a practical and official game environment. It's nearly akin to blaming imbalance on a mod. Things that are not vanilla do not contribute to or detriment balance. I will, however, grant you that Nano is hard to navigate by the larger classes.

RAK, what is the fundamental difference between 1 hp and 25 hp from a bullet dodging perspective?

Here, this is a screenshot from a GPP game I just played with the better-than-me Iabz and Kynes. In this game I managed to get rifled as a rant twice by Iabz, so yes, I'm rusty as hell. I was killed instantly or in two shots probably a dozen times, and the majority of the game was spent facing MDs, shotguns, and lucis. I spent plenty of time dretching, but most of it was as a rant.

(http://img847.imageshack.us/img847/5084/brhabs.png)

As you can see, while I did get quickly, as well as instantly killed plenty of times, it did not tip the overall balance of the match.

(Be aware that most of H left @ endgame.)

I'd also like to address an earlier point of yours that a "counter for a fresh spawn" is a poor gameplay mechanic. You said this in response to F50 (I think) saying that the MD is SUPPOSED to kill dretches. I must ask you, then, why you haven't brought the flamer under such scrutiny? It is obviously (intended or not) a counter to the dretch, granger, and basi, most importantly the dretch. I'd like to know if the "counter for a fresh spawn" (the aliens have the goon) really is so imbalanced.

Please keep in mind that while I understand the references to Q3 because, admittedly, Q3 does have a similar sniper (and that's all I'll give you), you must admit that the method of gaining armor in Tremulous is vastly different than that in Q3. Given the proper situation (which is most of the time), a "fresh spawn" will become something exponentially more powerful within a few seconds. Attempting to balance the game for a specific and rare occurrence (spawn camping happens X seconds for every Y second long game) is foolish to me. All this is said under the assumption that fresh spawns gain HP a few seconds after spawning, and those that don't are the less skilled = less credits = more time spent as a fresh spawn.

Any ideas on specific changes to balance? We're going to have to address every weapon that there is an issue with (flamer and goon included, being fresh spawn counters). I'd like to see an S1 alien with a long range but low damage attack (see NS1 builder/flyer), but that's more for shits than it is to address the issue of aliens lacking range.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 16, 2011, 10:34:27 pm
nux:

i'm sorry i dont have a more positive tone.  again i blame too many years on the internet.  it's the classic problem.  no one remembers the good, and no one forgets the bad.

plague:

i hate to take a petulant tone like this, but level design greatly affects manoeuvrability, especially for wallwalk.  imagine if the entire level had all sorts of blocky irregular geometry on the floor, that stepping on it and being a microsecond late with controlling your PoV will send you fling in a disorienting and unpredictable trajectory.  this is why level design can effectively remove your ability to use wallwalk.  especially against humans who have enough hand-eye coordination to aim.  wallwalk is a very important facet of using a dretch or basi, and not being able to consistently use it, to me at the very least, is crippling.

the difference between 1 and 25 hp?  about 4 rifle bullets.  life, and death.  getting shot one time and having a grand total of 1hp left is much, much more preferable to getting shot and having 0hp left.  at the very least you might be able to do a little bit of damage, so you are not confined to dretch for quite so long as you can currently be.  i particularly hate being oneshoted in the middle of a headbite that i SHOULD be getting, if unlagged was not telling my client that my target is a good four feet behind where he currently is, despite the fact that i am colliding with him.

in your screenshot, note the name "BubbleCrab", and note what my current name is in my sig.  i was there, i remember.  should have screenshotted the results of tremor, a few matches behind that one.  the humans were not quite as campy the round you posted, they actually rushed pretty hard for a while  if i remember right, they eventually lost due to bad building, but then again, many matches end that way.  (on a side note, i did fairly well that round, scoring around my average score, despite not really being a team player and focusing on practising my goon rather than playing a class i feel more comfortable with and making a bigger impact.  also much love to tremulant for the basi heals)

i havent brought the flamer up, as i made this topic to express my feedback on weapons that kill with a single shot.  i've mentioned the flamer a few times, but have generally avoided it, as in the strictest sense, it does not fall under the subject i am addressing.  the flamer has a few feedback threads already, eventually, when this thread has run it's course, i might revive one, or make a new thread about it if that would be more appropriate than a necro.

if the purpose of the massdriver and flamethrower is to kill s1 aliens, they do it beautifully.  this is counter-intuitive to me.  i would expect s2 gear to be "better" than s1 gear, but more focused on dealing with s2 threats.  i would expect s3 to be the best all around gear available, but more "generalised" than s2 stuff..   i dont have too much a problem with s3 stuff.  if we did something to remove all other 1 hit kills, we would almost have to leave s3 about the same, otherwise games would never end.

seriously, i dont mind aliens having to get close, lack of range does not bother me.  i agree that every "instant kill" weapon will need a bit of work done to it, especially the MD, flamer, and yes, goon.  even i know it's about equally as fun as being massdriven by a human you cannot even see, let alone dodge, and turning the corner into a goon headchomp.

one distinction.  yes i have talked about actual spawn camping, but it is camping of any sort that i seek to discourage.  i've been skirting the issue, as i get enough "l2play nub" as it is without me whining about camping.  in my eyes, you should be attacking, defending, or building to attack or defend at all times.  waiting for the enemy to come to you in an area you hold supreme advantage in, and refusing to advance is boring.  not that i am saying there is no use for "strategic waiting", but if you're just hugging rets or tubes all game, that's just boring.  if you just sit in the same hallway all game, that's boring.  currently, such activity is rewarded.  you stage up and gain the crushing advantage over the other team.  you stay full of creds/evos so YOU dont have to be worried about being stuck as a fresh spawn.  1 hit kills on both sides tend to encourage this.  the argument could be turned against me, i know.  without 1hko, they'll just camp harder.  but again, without 1hko there at least exists a chance to do damage, and no longer have to be as vulnerable as a result of it.

as to specific ideas, i'm really hot for that "damage types" thing i keep bringing up.  this allows for changes to be made to the balance of a given human weapon, against a given alien class.  this way, you could have a MD that takes two shots to kill a dretch without changing how many shots it takes to kill things above basi.  this way, the flamer is not quite the cone of instant death it is now.  personally, i'd flip the flamer.  have it more effective against goons and maras.  it should still kill a dretch or basi fairly quickly, just not quite so much "i look at you, you die" as it is currently.  this would give some difference to lasgun and rifle, aside from reload and spread.  have the rifle slightly more effective against dretch and basi, the lasgun more effective against mara and goon.  you could even add structures as a third damage type, and configure some weapons to be more effective on them than any class.

barring that, you could fiddle with the variables some more.  i actually kind of like f50's three round burst idea.  that way, it is not a single instant of aim that deals the full damage.  maintaining that aim for a good quarter second or so sounds like a more fair and more skillful solution.  folks with impeccable aim will likely not be affected too greatly, and it actually gives a sporting chance.

i do know one thing for certain.  someone needs to take the "flamer power knob" and start slowly dialling it back.  here's a flamer specific idea more complicated than anything else i've brought up.  give the flamer a charge meter.  instead of starting empty, and going to full, have it start full and go to empty.  as the charge bar decreases, so does the range of the flamer.

that's enough of a novel from me for now, i'll return later to read responses and such.
Title: Re: 1HKOs
Post by: Nux on July 16, 2011, 11:04:26 pm
nux:

i'm sorry i dont have a more positive tone.  again i blame too many years on the internet.  it's the classic problem.  no one remembers the good, and no one forgets the bad.

Well that certainly isn't very positive! Damn you for having an opinion!
Title: Re: 1HKOs
Post by: Plague Bringer on July 17, 2011, 12:55:41 am
To get away without dying in any situation, you need only dodge one bullet.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 17, 2011, 02:07:36 am
To get away without dying in any situation, you need only dodge one bullet.

granted. however, when it is one singular bullet you are talking about, and you are at full health...  that makes a world of difference.

anyway, have you noticed that most often when i talk about surviving, i mention getting a hit in?  less about run away, more about actually getting a lick in.
Title: Re: 1HKOs
Post by: UniqPhoeniX on July 17, 2011, 12:51:01 pm
1HKOs make the outcome of fights depend too much on *luck* and aiming, that is hitting or missing the first shot makes a huge difference since:
1) a 2nd hit requires you to WAIT before you can hit again, thus more than doubling the time it takes to kill your opponent in 1vs1
2) if they can get close to you and start circling you after you miss, it can become more difficult to hit them
3) in addition you are more likely to take more than zero damage and thus far less likely to last until you are out of ammo.
If 2 hits were required to kill then missing once would make a *much* smaller difference.
I know that good aiming should be rewarded, but NOT THIS MUCH. It literally makes all other skills completely irrelevant in some scenarios.
The problem with 1HKOs is not messing up win ratio, it's making the game *frustrating* instead of *challenging* for small aliens and all newbies.
There is a similar problem with anything that can end a fight (between a human & alien that should be about equal) in less than 2 sec. The losing player may not get the chance to use their skills at all.

Player count dependent balance: it is VERY difficult to balance a game with as different sides as Tremulous for a range from 1vs1 to 16vs16, however it is much easier to balance for a range from 2vs2 to 17vs17, thus adding a simple bot to either team could help a lot, even if it can only follow basic build commands (player places blueprint, bot builds it) so the actual player doesn't get stuck with granger/ckit.
Alien (SLOW and perhaps limited/costly) devolution would also help balance 1vs1, but it's also a huge change.
Anyone saying that Tremulous is not meant to be balanced for low player counts: how about you instead invite 1000+ players to regularly play Tremulous so more than a handful of servers can get populated?

Map dependent balance: unlimited jetpacks make large areas unbalanced, alien slow-mo swimming makes water unbalanced... both of those are easy to solve and could add A LOT of variety to the list of maps that are *balanced*. Yet Tremulous devs have not solved (or possibly even noticed) those simple issues. Simply making aliens swim faster wouldn't affect any popular & well made map negatively since NONE OF THEM EVEN HAVE WATER for exactly that reason.
Repeaters also make certain locations unbalanced (19 reps and RC @ karith outside, yay). A little better than 1.1 for outposts but it doesn't solve camping. I'd highly prefer domination with 1.1 reps.

Camping is a gameplay issue IMO, it still gives a huge advantage to the camping team without any significant disadvantages. ANY sort of advantage that comes from map control would help. ANYTHING.

There are MANY more issues with Tremulous gameplay, but I'm not planning to write a book series about it since none of those issues would ever get fixed anyway.
Title: Re: 1HKOs
Post by: Nux on July 17, 2011, 01:07:17 pm
1HKOs make the outcome of fights depend too much on *luck* and aiming, that is hitting or missing the first shot makes a huge difference since:
1) a 2nd hit requires you to WAIT before you can hit again, thus more than doubling the time it takes to kill your opponent in 1vs1

Yes. Remember that the massdriver (which I'm sure you're mostly thinking of) costs 2 kills worth of credits. Marauder also costs 2 kills and DOES require more than one hit to kill. Furthermore, the aliens get the dragoon which can one-hit kill ANY s1 human no matter how much gear they've bought, whereas the aliens need only to be anything other than dretch to avoid a one-hit kill at s1.

This isn't the full picture, but I'm hinting at the equivalent aspects of the other side which people seem to keep neglecting to mention.
Title: Re: 1HKOs
Post by: Plague Bringer on July 17, 2011, 07:49:00 pm
I think I'm compiling a QVM in which the MD has twice the ammo in a clip, half the damage, and double the fire rate. Really, though, I have no idea. Any volunteers to pop on RAK's server when (if :P) it gets up?

EDIT: Lol, compiled everything but with the old tremulous.h. Recompiling and then I'll test it out.

EDIT: Fuck it. Here's tremulous.h (http://pastebin.com/LGi1dX4J) with a bunch of ridiculous values that nerf goon chomp, MD, and shotgun, but leave their DPS relatively untouched.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 17, 2011, 11:44:46 pm
1HKOs make the outcome of fights depend too much on *luck* and aiming, that is hitting or missing the first shot makes a huge difference since:
1) a 2nd hit requires you to WAIT before you can hit again, thus more than doubling the time it takes to kill your opponent in 1vs1

Yes. Remember that the massdriver (which I'm sure you're mostly thinking of) costs 2 kills worth of credits. Marauder also costs 2 kills and DOES require more than one hit to kill. Furthermore, the aliens get the dragoon which can one-hit kill ANY s1 human no matter how much gear they've bought, whereas the aliens need only to be anything other than dretch to avoid a one-hit kill at s1.

This isn't the full picture, but I'm hinting at the equivalent aspects of the other side which people seem to keep neglecting to mention.
what he said can apply to goon as well as MD.  miss your shot with a goon, and a human can close with you and manoeuvre around that you miss again, all the while shooting you.  goon chomps have a fairly slow repeat, and dont you have to have a significant charge for pounce to one-shot - equating to a significant delay?

plague, i do not have the HDD space for the libraries needed to compile.  i will gladly host the server, however.  if it makes any difference to the compiler, i run 64 bit linux.
Title: Re: 1HKOs
Post by: Plague Bringer on July 18, 2011, 12:49:04 am
1HKOs make the outcome of fights depend too much on *luck* and aiming, that is hitting or missing the first shot makes a huge difference since:
1) a 2nd hit requires you to WAIT before you can hit again, thus more than doubling the time it takes to kill your opponent in 1vs1

Yes. Remember that the massdriver (which I'm sure you're mostly thinking of) costs 2 kills worth of credits. Marauder also costs 2 kills and DOES require more than one hit to kill. Furthermore, the aliens get the dragoon which can one-hit kill ANY s1 human no matter how much gear they've bought, whereas the aliens need only to be anything other than dretch to avoid a one-hit kill at s1.

This isn't the full picture, but I'm hinting at the equivalent aspects of the other side which people seem to keep neglecting to mention.
what he said can apply to goon as well as MD.  miss your shot with a goon, and a human can close with you and manoeuvre around that you miss again, all the while shooting you.  goon chomps have a fairly slow repeat, and dont you have to have a significant charge for pounce to one-shot - equating to a significant delay?

plague, i do not have the HDD space for the libraries needed to compile.  i will gladly host the server, however.  if it makes any difference to the compiler, i run 64 bit linux.

I don't think the speed/frequency of pounce can be increased in a way that is intuitive, and lowering the damage would make it too ineffectual. I think it would be interesting to see pounce have reduced knockback, as well as contact damage that is based on how long the pounce is held (say, for every 1/8th of a charge, the pounce does +5 damage per second or tick). Or, at the very least, base pounce's damage on how long the charge is held, with the absolute maximum being 99, maybe? Blah blah blah.

I suggest this only because I feel that humans are more susceptible to goons at S1 than aliens are to MDs/shotguns.
Title: Re: 1HKOs
Post by: F50 on July 18, 2011, 01:06:11 am
The required pounce charge time can be reduced to speed up the frequency of pounce (again, everything is in tremulous.h). You can also decrease the amount of movement it gives the dragoon if you wish.

I don't think that is a good idea, but that is how it can be done.
Title: Re: 1HKOs
Post by: Plague Bringer on July 18, 2011, 03:35:09 am
Reducing the amount of movement would, unfortunately, enact too much (imo) of a hindrance on pounce's secondary function, which is... Err... Movement.
Title: Re: 1HKOs
Post by: RAKninja-Decepticon on July 18, 2011, 09:42:09 am
is there a way to change the way pounce does damage so that combined with charge time, damage is determined by distance travelled?

basically, the idea is that to do maximum damage, you need full charge, and to have traversed X units of distance.  if that cannot be achieved, how about speed? 

the idea behind it is similar to the luci.  the "projectile" (in this case, the goon) has travel time, which means as distance to the target increases, your chance to actually hit that target decreases, as the target has time to move out of the way.  in the case of pounce, it might still be theoretically possible to oneshot a naked with pounce, but it would be incredibly difficult, providing the distance/speed for maximum damage potential is sufficient.