Tremulous Forum

General => General Discussion => Topic started by: blood2.0 on June 30, 2007, 09:13:51 pm

Title: Camper problem here is the solution
Post by: blood2.0 on June 30, 2007, 09:13:51 pm
Why campers camp is because they are don’t wont to die structure give great protection to the people in side the base they don’t need to kill anything because they make 175 every two minuets.  Here is my idea what if humans  lost 75 credits every time they were in there base for more then two minuets and if they were in a powered area they wouldn’t get the 175 every 2 minuets. This would be great but unfair for builders so make it if you have a ckit you still make money. This same thing would apply for aliens too.
What do you think
Title: Camper problem here is the solution
Post by: Plague Bringer on June 30, 2007, 09:18:37 pm
everyone would get a ckit.
Title: Camper problem here is the solution
Post by: blood2.0 on June 30, 2007, 10:36:34 pm
then how would they attack?? it would be as easy as attacking a base without people in it
Title: Camper problem here is the solution
Post by: Plague Bringer on June 30, 2007, 10:38:58 pm
They only let the turrets attack anyway.
Title: Camper problem here is the solution
Post by: blood2.0 on June 30, 2007, 10:47:38 pm
no they shoot prifles at you
Title: Camper problem here is the solution
Post by: yetshi on June 30, 2007, 11:49:05 pm
campings not a problem, aliens screaming "campers wear pampers!" while sitting right outside the H base with 40 bazillion rants is.

no one is going to step out just to get slaughtered by rants.

give them an incentive to leave, only get credits for kills out of base range and aliens only get evos within base range.
Title: Camper problem here is the solution
Post by: Plague Bringer on June 30, 2007, 11:53:28 pm
That'll make aliens camp...
Title: Camper problem here is the solution
Post by: Steely Ann on July 01, 2007, 12:28:31 am
Quote from: "yetshi"
aliens screaming "campers wear pampers!" while sitting right outside the H base


Dear Allah, I hate those fuckers.  Wish they'd go die in a flamer.
Title: Camper problem here is the solution
Post by: Mantra on July 01, 2007, 01:02:25 am
If they really camp for no freaken reason(Human s3 vs s1-s2 aliens or such) I just slap everyone who I'm told camps for no reason. Camping means lucy/chainsuits sitting in base just shooting off dretches when all they might face is a mara or lisk.
Title: Camper problem here is the solution
Post by: Fluxflashor on July 01, 2007, 01:07:59 am
Quote from: "Plague Bringer"
That'll make aliens camp...


When aliens camp its usually a ton of  dretches and maybe 1 goon. Also the OM and eggs are probably down, luckily I was smart and survived the wave of hummies while Battle Granger so I cna rebuild the base while the humans camp.

Sadly the humans hit S3 and I can hear distant metallic footsteps of 8 battlesuits, I just heard our goon die after getting chaingunned. Wait! I could have sworn that was a luci shot, Bastard, he got the om that was rebuilding. I run through the battlesuits as the last dretch falls after being luci spammed. Why do I bother, the torture the bsuits are goign to do to me. I hear silence, uh oh, red all over my radar.

/kill
you will sucide in 20 seconds

I will have to outlast these perfect 20 seconds. As the battlesuit squadron rushes up the stairs in the middle of ATCS, I jump off, I dont know where, but I land in the entrance to my original base. I build an om as a barricade.

Standing in front of me, is a conkit player. His name n00b2.0 I start laughing because he cant do shit to me. But realize he just took out his blaster, 5, 4, 3. I hear my heart beating, im going to make it, im going to lose the cool way, my time will lol at me. 2, Shit, I am surrounded. The luci spam starts.










^4Fluxflashor has killed itself

My point here being that if aliens camp, the humans are winning.
Title: Camper problem here is the solution
Post by: Evlesoa on July 01, 2007, 01:16:46 am
Stupid Solution...

HERE Is the REAL Solution...

NERF ALIENS AND HUMANS!!

How?

Dretch - Stays the same
Basi - Needs to be a TINY bit stronger (more HP perhaps? with a nerf?)
Marauder - Stays the same, maybe less HP? since killing a mara is very hard when its jumping around like its on fire?
Goon - Nerf it, the damage too strong
Tyrant - Stays the same, but needs less HP

S2 Aliens also need OPPOSITE of a nerf...

Humans
Stay The Same, need a small item that regens 1 hp / 2 hp a second?

NOTE: INCOMPLETE LIST

Why Humans Camp: Goon owns in 1 hit >Causes> Feeding >Causes> Aliens Win
Title: Camper problem here is the solution
Post by: TinMan on July 01, 2007, 01:38:10 am
If you can make it to a room with 1 entrance, all get a c-kit and blaster, you've got a good camping position to camp up money/kills for a rush.
It's commonly called "Teh Resistance" in the pipes on Arachnid2.
Title: Camper problem here is the solution
Post by: kevlarman on July 01, 2007, 02:28:46 am
Quote from: "Evlesoa"
Dretch - Stays the same
Basi - Needs to be a TINY bit stronger (more HP perhaps? with a nerf?)
like a massive regen buff?
Quote

Marauder - Stays the same, maybe less HP? since killing a mara is very hard
when its jumping around like its on fire?
like reducing its regen to 1/3 when not on creep?
Quote

Goon - Nerf it, the damage too strong
slight range nerf?
Quote

Tyrant - Stays the same, but needs less HP
maybe 350?
Quote

S2 Aliens also need OPPOSITE of a nerf...
like +goon being available at s2?

sounds familiar
Title: Camper problem here is the solution
Post by: Seffylight on July 01, 2007, 03:48:27 am
Quote from: "kevlarman"
sounds familiar


I see what you did there.

Cue the 1.2 haters.
Title: Camper problem here is the solution
Post by: [EVIL]Unknown on July 01, 2007, 04:03:29 am
camping isnt a problem .... deal with it


i dont think many people notice this but this game isnt just a FPS  its also a RTS (real time stratagy)  

camping is a stratagy effective for humans and aliens on different levels....

humans camp turrets for defense and aliens camp human's exits for offense



all u gotta do is find a way around it or just kamakazee as i do... to me its ok if u die as long as u get atleast a kill from it     aka headshot with poison...


if humans are camping at s2 then thats sad...  only thing i really hate is when aliens are bitching that "humans are camping wtf y dont u leave base"   when in reality aliens are camping the exits and stopping humans from leaving... y would a human leave base to run into a goon at s1?? only if he was feeding....


just my thoughts on this whole so called camping
Title: Camper problem here is the solution
Post by: Plague Bringer on July 01, 2007, 04:07:31 am
Quote from: "Seffylight"
Cue the 1.2 haters.

Hi. =]
Title: Camper problem here is the solution
Post by: Steely Ann on July 01, 2007, 04:10:28 am
*cough*

[18:34] Plague Bringer: turrets cant do shit when aliens are s1
[18:34] Plague Bringer: they're great at as3 tho
[18:34] Plague Bringer: and hs3 is good against as1 with the teslas
[18:34] Plague Bringer: its fucking retarted
[18:34] Plague Bringer: dretches cant attack completed buildings
[18:35] Plague Bringer: new turrets are fucking gay, I refuse to play with them
[18:35] Plague Bringer: >_>
Title: Camper problem here is the solution
Post by: Plague Bringer on July 01, 2007, 04:12:45 am
Quote from: "PlagueBringer"
+goon barb splashdamage? they're fucking bullets, not waterbaloons
>_>
Title: Camper problem here is the solution
Post by: doomagent13 on July 01, 2007, 04:20:09 am
Quote from: "kevlarman"
Quote from: "Evlesoa"
Dretch - Stays the same
Basi - Needs to be a TINY bit stronger (more HP perhaps? with a nerf?)
like a massive regen buff?
Quote

Marauder - Stays the same, maybe less HP? since killing a mara is very hard
when its jumping around like its on fire?
like reducing its regen to 1/3 when not on creep?
Quote

Goon - Nerf it, the damage too strong
slight range nerf?
Quote

Tyrant - Stays the same, but needs less HP
maybe 350?
Quote

S2 Aliens also need OPPOSITE of a nerf...
like +goon being available at s2?

sounds familiar
No.
Push normal goon to s2 to give the aliens something to work for other than the booster. (and trappers)  Reduce alien ranges, increase the fall damage limit, allow ALL things to take fall damage, and slow down tyrs.
Title: HERE is the solution!
Post by: player1 on July 01, 2007, 04:31:25 am
bring marshmallows, franks & beer
no problem
Title: Camper problem here is the solution
Post by: Odin on July 01, 2007, 07:15:27 am
The solution presents itself.

You're complaining about nothing. Please go die.
Title: Camper problem here is the solution
Post by: Xonya on July 01, 2007, 07:28:44 am
Baad idea.

How about when aliens are really pressuring, like atcs hs2 vs as3 and defending humans only lose money... Should they go outside the base to feed more?

..........
Title: Camper problem here is the solution
Post by: Steely Ann on July 01, 2007, 07:33:09 am
Can I join in!?  *ahem*



This idea sucks.

Donkey testicles, even.
Title: Camper problem here is the solution
Post by: Quaoar on July 01, 2007, 08:09:57 am
Whenever someone says "aliens camp", the only thing that comes to mind is aliens camping the human base.

When you have goons sitting in rotation waiting to pounce at tunnel entrances to a human base, they are forcing the humans to camp. They'd rather all the hummies came out in a straight line to get pounced on, but that won't happen. What they want to do, really, is get a few brave stragglers for evos and make sure the rest stay put. If all the pressure for the entire game is on the hummie base, aliens win.

I just don't like it when those same goons who are ensuring that humans will camp also complain about it. Now, it could be psychological warfare, trying to lure indignant humans out for an easy kill, but it looks like more often than not they aren't comprehending exactly why humans are camping.

I've seen valid camping excuses, though. But I've also seen it from an alien team who had rants just running back and forth in a hallway in plain view of the human base. No one is going to go out there without serious re-grouping, but all the "camper mofos" messages start pouring out anyway.
Title: Camper problem here is the solution
Post by: tv on July 01, 2007, 12:12:15 pm
Quote from: "Plague Bringer"
everyone would get a ckit.

Wrong, everybody would keep their rifles, wait for 1min59s shooting at walls, and then take a ckit for a sec and reset the timer.

You know... I don't understand how people can say "aliens are camping the human exits". It only makes sense that an alien isn't going to jump in a 10 turrets base with 10 more humans waiting in it.

I mean... how exactly can you camp, as an alien, if you don't have any structures around ?
You're saying just because there's a goon at the corner you can't get out ? Well if you can't manage a goon then maybe you should consider playing some other game.

As long as teams come out of their base, I'm happy. It means I can play.

But I'd like to know what you'd consider a not-campy game...
Title: Camper problem here is the solution
Post by: Plague Bringer on July 01, 2007, 04:23:25 pm
Just because you're not around structures doesn't mean you aren't camping. Jettards camp the skies. They stay up there untill they run out of ammo or die just to get a few kills. That's exactly what aliens do outside of human base. Since they're too pussy to attack structures, they camp right outside the entrances, occasionally send a rant in to take one turret, and yell at the humans for "camping" when all they'd be doing is feeding.

Quote from: "tv (fixed by me)"
You know... I don't understand how people can say "humans are camping ". It only makes sense that a human isn't going to leave a 10 turrets base with 10 goons waiting outside it.


Oh, tv, are you that much of a god that you can take a dragoon out with a rifle by yourself? If you think so, you're either aimbotting, or fucking retarted, so then maybe you should consider playing some other game. And do you really think there's only going to be one?

My picture of a non campy game is:

Humans are suited up and headed towards the enemy base, so are the aliens. There's a big fight there, a lot of people who died also got kills, so they get right back out there. There's a stalemate for quite some time untill one team sneaks an operative into the other team's base to wreak havoc. Once that's done, both teams rush to the damaged base. If the defenders get there first, then they must camp to fend off the onslaught of aliens. If the attackers get there first, they rape the base and hunt for the defenders for the rest of the game.

A non campy game is generally played on Arachnid, given the humans have a good base. There's generally lots of fights in the halls on the way to the enemy base, and for the most part, the bases are hard to crack even without defenders.
Title: Camping is an absolute acceptable strategy ....
Post by: theRifle on July 01, 2007, 04:33:38 pm
... of course: as alien, I'd cry "CAMPERS!!!" also ;-)

BUT:
# why should hummies go out of base, if there are 10 Tyrs around only waiting for a dumb single hummie to leave base (especialy ATCS)?

# Why should humans leave base, if they can sit in the base protected by turrets, if dretches just come in and are ready to shoot? No reason to go out ...

# Of course, there are some excellent players out there, which will kill 2 tyrs easily ... BUT: most players are not that good.


The solution which I found (for me) so far:
Convince the alien team to fall back, stop dretchrain into human fire and simply wait ... 2 Minutes, and hummies *will* come out to look for single dretches.

Other idea - dont know, if its a good idea, but think about it: get money/evo immedeately for every damage u do  ... so it makes sense to follow a tyr with plain rifle and no suit.
Title: Camper problem here is the solution
Post by: Plague Bringer on July 01, 2007, 04:35:52 pm
The second idea is a good one... get money for bleeding the aliens, not just killing them. It'd have to be a certain percentage of their health, though.
Title: Camper problem here is the solution
Post by: .f0rqu3 on July 01, 2007, 04:40:50 pm
you do get money for bleeding aliens(humans) when they die
Title: Camper problem here is the solution
Post by: Plague Bringer on July 01, 2007, 04:42:13 pm
But not as you bleed them.
Title: Camper problem here is the solution
Post by: .f0rqu3 on July 01, 2007, 05:23:08 pm
Quote from: "Plague Bringer"
But not as you bleed them.

... that would be unfair. murder loses its vitality. I can think of real life examples
Title: Camper problem here is the solution
Post by: benmachine on July 01, 2007, 05:41:34 pm
Some limited bleedcash would be nice, but I think a big bonus for the kill would be appropriate.

Unfair on aliens though.
Title: Camper problem here is the solution
Post by: Plague Bringer on July 01, 2007, 05:44:54 pm
Yeah, that's true, since bleedcash wouldn't be a whole 175c for humans, it'd be less than one evo for aliens...
Title: Camper problem here is the solution
Post by: David on July 01, 2007, 06:33:44 pm
Quote from: "Plague Bringer"
Humans are suited up and headed towards the enemy base, so are the aliens. There's a big fight there, a lot of people who died also got kills, so they get right back out there. There's a stalemate for quite some time untill one team sneaks an operative into the other team's base to wreak havoc. Once that's done, both teams rush to the damaged base. If the defenders get there first, then they must camp defend to fend off the onslaught of aliens. If the attackers get there first, they rape the base and hunt for the defenders for the rest of the game.

Fixed.

Its not camping when them enemy is at the door.
http://cad-comic.com/comic.php?d=20060826
Title: what we need is a tumbleweed model and animation
Post by: player1 on July 01, 2007, 07:28:33 pm
bring a hammock & a cooler

things to do while the other team is trying not to feed:

1) wait right outside their base, never attack their structures, kill anyone who comes out alone, fall back from rushes and separate attackers into smaller (easily killable) groups, return to favorite chokepoint as soon as possible, leave defense of own base to builders, constantly spam anti-camping messages (oh wait, that's Aliens s1 & s2 strategy...:P)

2) enjoy some granger games/engineer runs

3) slash/shoot teammates randomly

4) punt dretches/shoot rushers in the back

5) build giant Alien avatar columns/sink forward Human bases into weirdnesses within the map (reac under grate, etc.)

6) fortify outside of Human base with acid tubes, trappers and hives/build skybase reachable only by jettards

7) move OM/reac up

8) get some kills as granger/jet repairer (sky blaster killz, FTW!)

9) make some arm or reac runs as basi or mara/make some booster or OM runs as psaw or shotty larmor/helm dude

10) convince someone to build a forward booster/repeater

10a) BIY(F)S

11) possibly spam some eggs/nodes for SD times

12) take a slash at a turret and run away screaming/shoot a goon in the ass and run away screaming

13) be awed by teslas/tyrants from afar (heh... kewl)

14) spam chat messages of which cool band you are listening to right this very second/how much other people's musical taste suxxorz

15) pounce/slash/chomp/charge anything that comes around your favorite corner ("friend" - whatever that is - or foe - anything that moves) OR luci/pulse/chain/massdrive that same corner from the other side (same definitions of "friend" & foe)

16) a little glitch-building or exploit exchange usually fills the tedious minutes during long wait for the votecall spamming to begin
Title: Camper problem here is the solution
Post by: Plague Bringer on July 01, 2007, 08:43:45 pm
Quote from: "David"
Quote from: "Plague Bringer"
Humans are suited up and headed towards the enemy base, so are the aliens. There's a big fight there, a lot of people who died also got kills, so they get right back out there. There's a stalemate for quite some time untill one team sneaks an operative into the other team's base to wreak havoc. Once that's done, both teams rush to the damaged base. If the defenders get there first, then they must camp defend to fend off the onslaught of aliens. If the attackers get there first, they rape the base and hunt for the defenders for the rest of the game.

Fixed.

Its not camping when them enemy is at the door.
http://cad-comic.com/comic.php?d=20060826


Thanks for fixing that, I was debating what to call it.
Title: Camper problem here is the solution
Post by: Evlesoa on July 01, 2007, 09:23:01 pm
THE BEST solution: Give dretches an alien creep poison ball, that explodes causing MASSIVE luci damage! YEAH :D

Now humans can get owned by dretches, dont forget inf ammo! FREE INF AMMO YEAAAA
Title: it's NOT a problem
Post by: player1 on July 01, 2007, 10:05:15 pm
the real solution is for Humans who get owned when they leave base to guard each other and rush as a squad

do some damage to the Alien base and they can't spend as much time camping yours

Aliens who complain Humans are camping should get inside and try to destroy some structures

when people chat about camping, if I'm Human I say "come get me" and if I'm Alien I say "come on out"

otherwise I ignore lame attempts at psychological warfare since I've played enough rounds to know how a game plays out

by the way, the poll should include such option as "Hell, NO!" and "What are you, NEW?"
Title: Camper problem here is the solution
Post by: A_Total_noob on July 01, 2007, 10:56:14 pm
The issue is that both teams camp.
Humans will NOT leave the base, as, I quote,
Quote
bazillion rants

camp the exits. And thats understandable.


HOWEVER, same for aliens-
Aliens WILL camp outside the human base. Why ? Well, its more of a question of "why not".
What else should the tyrants do other than do a suicide rush ? Jump around the overmind with the floor-trapping grangers ?

The thing is, in this game, its difficult not to camp, as either team if both teams are well funded/evolved.

Basically, just accept it as a strategy, and tell your idiot riflemen/dretches not to rambo the luci campers/tyrants with 399HP.

Besides, if humans stick together, they can break through any tyrant barrier.
Title: Camper problem here is the solution
Post by: Odin on July 02, 2007, 12:14:13 am
The solution to camping is their demise.

Seriously, stop thinking of solutions and go to hell.
Title: Camper problem here is the solution
Post by: blood2.0 on July 02, 2007, 08:02:26 pm
at least one person likes my idea oh that was me
 :cry:
Title: Camper problem here is the solution
Post by: A_Total_noob on July 02, 2007, 08:39:28 pm
:wink:


Now, now, dont make me feel guily - Im hard on the outside, but I have a soft spot somewhere. Just...dont... *sniff*


 :cry:
Title: Camper problem here is the solution
Post by: temple on July 02, 2007, 10:01:39 pm
2 Shotties can push out against Stage 1 or Stage 2 aliens, no problem.  

The problem is that most human teams will never get 2 good players in the same place at the same time.  Players are dicks and refuse to work together.  I've changed my in-game name and have just observed what people when no leader steps up.  

They lose, just faster.  I've tried the whole coordination thing and it never ever works.  It more like random chance because players have so much freedom in how they attack, what they attack, and how they equip for it.

I've wished that Tremulous had some kind of pairing system where 2 players or a group can enable some group buff or visual cue that will encourage playing together.  Not because humans (or aliens) really need a buff in groups, just to make it painfully obvious that you should be playing together.

A visual waypoint or marker for the teams would be nice and accomplish the same thing.  Like a glow icon on the map that says ("wait here for a rushing group" or "attack down this path") or something so players make the blatant connection that you have at least get near other players to begin cooperating with them.

The beauty of Tremulous is that it has arcade styled action where you aren't coordinating with other players.  Its more like a Co-Op game where you just have to do your thing in some connection to everyone else.  But it falls apart when any significant challenge arises.
Title: Camper problem here is the solution
Post by: BULLSEYE@linux.be on July 02, 2007, 10:30:20 pm
HAHAHAHAHA

1 vote yes

19 voteS no

XD

good idea btw :p
Title: Camper problem here is the solution
Post by: Shadow-Majestic on July 03, 2007, 12:50:54 am
Quote from: "tv"
Quote from: "Plague Bringer"
everyone would get a ckit.

Wrong, everybody would keep their rifles, wait for 1min59s shooting at walls, and then take a ckit for a sec and reset the timer.

You know... I don't understand how people can say "aliens are camping the human exits". It only makes sense that an alien isn't going to jump in a 10 turrets base with 10 more humans waiting in it.

I mean... how exactly can you camp, as an alien, if you don't have any structures around ?
You're saying just because there's a goon at the corner you can't get out ? Well if you can't manage a goon then maybe you should consider playing some other game.

As long as teams come out of their base, I'm happy. It means I can play.

But I'd like to know what you'd consider a not-campy game...

get a darwin award

Camping doesnt mean you sit in a BASE.. it means u just sit and wait to get kills... no matter where you are in the map!!(ie. in AA:O when u camp it means u sit in a tree waiting for someone to pass by..)

I stopped even bothering getting annoyed from aliens nagging that hummies camp, i just teamsay that he's a retard and that we should continue to camp


or the worst thing, they nag humans camp (3vs3 or sumtin) 1 builds, 1 defends and i am in the middle of there base shooting everything to crap
then the spam comes "STOP CAMPING HUMANS!"
its funny if u ask them to check spawns.. then the usual gameholding starts where they only run
Quote from: "temple"
2 Shotties can push out against Stage 1 or Stage 2 aliens, no problem.  

The problem is that most human teams will never get 2 good players in the same place at the same time.  Players are dicks and refuse to work together.  I've changed my in-game name and have just observed what people when no leader steps up.  

They lose, just faster.  I've tried the whole coordination thing and it never ever works.  It more like random chance because players have so much freedom in how they attack, what they attack, and how they equip for it.

I've wished that Tremulous had some kind of pairing system where 2 players or a group can enable some group buff or visual cue that will encourage playing together.  Not because humans (or aliens) really need a buff in groups, just to make it painfully obvious that you should be playing together.

A visual waypoint or marker for the teams would be nice and accomplish the same thing.  Like a glow icon on the map that says ("wait here for a rushing group" or "attack down this path") or something so players make the blatant connection that you have at least get near other players to begin cooperating with them.

The beauty of Tremulous is that it has arcade styled action where you aren't coordinating with other players.  Its more like a Co-Op game where you just have to do your thing in some connection to everyone else.  But it falls apart when any significant challenge arises.

how about get friends? :D play with regulars and mostly u'll work together more
Title: Camper problem here is the solution
Post by: Metsjeesus on July 04, 2007, 09:13:20 am
I would say, if i play on alien side, i dont get many kills as top players. Because i try to destoy humans base. There are certain amount of players, who get goon at s1 and only taking poor humies out with 1 hit. Those are players who complain "Campers wear pampers" or somthing.  Camoon, idea of game is destroy opponents base, not getting kills.

Best example is Trains map with default base. All goons will be front of boxes, out of turrets range, and run down or up on emergency, almost noone goes to human base. They dont even try to destroy a turret, armory or react. But if humans stay and try to build base they say humies camp -.-   Basicly, if someone complains "Humans camp" then answer "Well, destroy the base then".

Goons are killable at s1 by humans. 5 shots from shotgun and it is down, probably last 2 he will get on running out. So you must make 3 hits to goon while goon wont hit you - Its hard. To increase chanse, jump, you will get hit, but hey, you survive that hit. You get atleast 1 shot more. Second thing, dont be a hero, even a profi fails to solo goons most of the times. 2 humies with shotguns are even with a goon. If you succeed to both hit 2 times goon with shotgun, he is almost ded, even if one of you  dies, another should get last shot and you both get more money then shotgun cost. 1 thing more. If you go in teams, let some space between you, most annoying thing is to be blocked with your teammate.

On alien side, if you are dretch, stay on walls at all the time. First thing, you dont block, second thing, its harder to hit you there, third thing you must get used to it. On aliens, humans are least of you worries. Lot of bigger alien kills are caused by other aliens, You cant get out of there by right time or just all aliens hit 1 humie at the same time and missed slashes hit your teamaliens. Weird thing is, most of times, adv goons run away, while normal goons try kill humans. Tyrants are allways problem, Dont rush all at once, you kill 1 turret and cant get over it, and must wait on rain of humans bullets. 1 after another, wait on safety 5-10 secs, look if you teammate dies and go or if he goes back, defend him. Remember, you must destroy opponents base, not opponents.

In average, aliens are a bit overpowered. Main cause is 1 hit kills. Normal dretch should make 2 headbites to kill unarmed human or 1 headbite and  2 bites to body to kill a human. With poison abity 1 headbite and 1 bodybite should make the thing. Goons shpuld do areound 80-90 damage per slash. So they cant kill human with 1 hit. Tyrants rush+slash should kill a turret and armed human, but battlesuiter needs 1 hit more.
Title: Camper problem here is the solution
Post by: Shadowgandor on July 04, 2007, 10:22:13 am
Quote from: "temple"


I've wished that Tremulous had some kind of pairing system where[/color] 2 players or a group can enable some group buff or visual cue that will encourage playing together.  Not because humans (or aliens) really need a buff in groups, just to make it painfully obvious that you should be playing together.



Link gun from unreal tournament (right?), a weapon like that would fix the problem. 4 teammembers could own a rant that way.
I'll explain what the link gun is: A link gun is a weapon which can be linked with another link gun. now if this player would fire, the beam would become stronger/look different. If 3 linkers would go together and 2 of them would link with the third person, this person would get luci kind of balls popping out and was prob the strongest weapon from unreal tournament.

I'm not asking for a link gun in tremulous, but i'm just saying how unreal tournament made team play interesting
Title: Camper problem here is the solution
Post by: A_Total_noob on July 04, 2007, 01:18:46 pm
Quote from: "Shadowgandor"

Link gun from unreal tournament (right?), a weapon like that would fix the problem. 4 teammembers could own a rant that way.
I'll explain what the link gun is: A link gun is a weapon which can be linked with another link gun. now if this player would fire, the beam would become stronger/look different. If 3 linkers would go together and 2 of them would link with the third person, this person would get luci kind of balls popping out and was prob the strongest weapon from unreal tournament.

I'm not asking for a link gun in tremulous, but i'm just saying how unreal tournament made team play interesting


I like the sound of this.
It would really encourage team play.

Developers, if you are reading this, please take this idea and implement it  :D