Tremulous Forum
General => Feedback => Topic started by: techhead on June 28, 2007, 01:09:40 am
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Honestly, I think that the low hp and effective range of alien buildings makes constructing them very fickle. Only one alien building has the hp of the Human counterpart, the egg/repeater. Don't say aliens do more damage, because all the alien defenses can be easily killed from outside their effective ranges by many weapons. Buildings placed on walls or ceilings will not work against more experienced players. If aliens are to become more base dependent in 1.2, they will need more dependable bases.
For reference, structure hp comparison:
Main Power:
[A] Overmind 750 hp
[H] Reactor 930 hp
Auxiliary Power:
[A] Egg 250 hp
[H] Repeater 250 hp
Spawns:
[A] Egg 250 hp -
[H] Telenode 310 hp
Team Resupply:
[A] Booster 150 hp
[H] Armory 280 hp 1.1.0 (420 hp tjw)
[H] Medistation 190 hp
Defenses:
[A] Acid Tube 125 hp
[A] Barricade 200 hp 1.1.0 (300 hp tjw)
[A] Trapper 50 hp
[A] Hive 125 hp
[H] Turret 190 hp
[H] Defense Computer 190 hp
[H] Tesla Generator 210 hp
Misc:
[A]Hovel 375 hp
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http://tremulous.net/phpBB2/viewtopic.php?t=641
http://tremulous.net/phpBB2/viewtopic.php?t=642
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No he has a very valid point. If aliens are going to need there base for the love of god give them a base that can handle a assult. If humans are decent and keep up the pressure they can crack a base very very quickly where as Aliens either have to rc hop or wait till SD to take on a decent human base.
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Why don't we compare health and damage numbers for players too?
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Why don't we compare health and damage numbers for players too?
Well, as it stands aliens would appear overpowered with the numbers, though a lot of people say that the teams are pretty equal in terms of potential, and tjw's stats seem to sort of support that. So, if everything else is still the same (320cred human 1 hit KO'd by goon, tyrant freight train kills 4 hummies in 3 seconds, etc: ), then the next version would put aliens at a distinct disadvantage.
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Actually you're right, sorry about that techhead, however at the moment most humans do not use the potential of their advantage to their, well advantage, so it is balanced enough.
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Alien bases are fine, they are meant to go down in no time, just like they are built in no time.
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Lets add up TJW's changes:
Slow as fuck grangers=No escape from base rape.
Nerfed Regen off creep=Base goes down aliens are screwed becuase grangers can't run.
Need for forward egg= Less Bps to fortify main base.
Now some of those may not get in to 1.2 however if they do aliens will be dead if even two human players can sneak to alien base rape it with pulse rifles and other shit. You thought camping humans were bad? Now you got camping aliens.
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srsly
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I'd hope that before the official 1.2 release there will be a closed preview for one week to work out the true kinks, it should include those members with lots of experience and insight, so it would be a group consisting of the following:
-Devs
-Old beta players (ancients :p)
-Proven mappers
-Proven modders
-Selected people who have been determined by members of the above categories to be good gamers, so not killwhores but players who know the game.
About 50 to 100 in size. That'd be about double to quadruple the size of the old testgroup so getting games going should be easier.
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Why closed? open previews are cool too.
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The open one is already busy? Tjw's server runs all intended changes.
But I know there isn't a near 100% concentration of skill and experience there checking it out at any time during it's open cycle since most people would like to see a whole finished scope of it without interference. This 1 week would provide some really smart people tremwise to make their opinions very clear and test ideas with a group who understands them.
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Alien bases are fine, they are meant to go down in no time, just like they are built in no time.
That works great on larger maps like Karith and Nexus with lots of places to put up temporary bases, but not really practical on ATCS, which only has the interior center building in addition to the default as viable alien bases.
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It takes an awful team of feeders to loose as Alien team on ATCS, especially with the standard BP of 100.
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It takes an awful team of feeders to loose as Alien team on ATCS, especially with the standard BP of 100.
Then you're claiming that ATCS is more than 50/50 biased towards aliens?
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Why don't we compare health and damage numbers for players too?
You could but it would vague because armor adds a variable amount of health, where as aliens always lose health at the same rate. Some cases, armor is better than pure health increase, other times it doesn't matter.
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Statistically it is: http://tremulous.sourceforge.net/balance/main/atcs.png
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Alien bases are fine, they are meant to go down in no time, just like they are built in no time.
That works great on larger maps like Karith and Nexus with lots of places to put up temporary bases, but not really practical on ATCS, which only has the interior center building in addition to the default as viable alien bases.
ATCS isn't really an example of a Tremulous map with 'deep' gameplay. It's an all out frag- and/or campfest. Changing Tremulous in favor of maps like ATCS does not sound appealing to me.
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How do you explain ATCS3?
If you so despise ATCS, why did you simpily make a larger, much more unbalanced, version of it?
.. with a random lava pit in the middle..
.. and disgusting multicolored location tags..
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hi
i like alien bases
1 gud alien @ base+ alien base = pwonage of 2+ hamuns
i not want gudder alien base