Tremulous Forum

General => General Discussion => Topic started by: Paradox on May 25, 2006, 04:55:45 am

Title: Alien level 2: Almost useless
Post by: Paradox on May 25, 2006, 04:55:45 am
Alien level 2 really is useless except for the buildings. Humans get a giant upgrade, while aliens get 2 new aliens. Personally, i think that adv goon should be level 2.
Title: Alien level 2: Almost useless
Post by: [HUN]N.M.I. on May 25, 2006, 07:00:26 am
And I think that Adv. Marauders are very good S2 aliens. They're hard to kill because of the continuous jumping ability and has a lightning attack. A few pro players can level with them a S2 Human base.
Title: Alien level 2: Almost useless
Post by: next_ghost on May 25, 2006, 09:29:42 am
Aliens are not useless on stage 2, it's just humans get all base raid equipment they need (jetpack, helmet, pulse rifle) and aliens still lack some ranged attack. Yes, advanced granger can spit but that's useful in defense, not offense. Attacking granger dies within seconds.
Title: Alien level 2: Almost useless
Post by: Survivor on May 25, 2006, 11:03:34 am
Quote from: "[HUN
N.M.I."]And I think that Adv. Marauders are very good S2 aliens. They're hard to kill because of the continuous jumping ability and has a lightning attack. A few pro players can level with them a S2 Human base.


Normal marauders can own stage 2 human bases, most often the inside isn't even covered and all it takes is 2 or 3 of them. (pro marauder :p)
Title: Alien level 2: Almost useless
Post by: Catalyc on May 25, 2006, 12:33:46 pm
Advanced Marauder is one of the most dangerous base attacking classes, you have no idea how many games I've ended just bouncing like madman while taking out telenodes and the armoury, infact, one of the hardest thing to consider in human base building is having good defense on the entrances while keeping the important buildings marauder safe ;).

Oh and zap isn't really an effective attack, I choose adv mara 'cause it has a bit of more health, faster slashing and more range.

Honestly I think the problem with balance is because of pulse rifle, which should be moved to Stage3.
Title: Alien level 2: Almost useless
Post by: PHREAK on May 25, 2006, 07:44:32 pm
Adv Goon should be S2 and Pulse rifle S3. It would create a lot more balance . Right now, it can be a lot harder for aliens to win as opposed to humans.
Advanced Marauder is my new favorite aliens due to the lightning. it's great against turrets and even teslas, allowing bigger aliens to infiltrate the H base.
Faster slashing is great against no-suited humans.
Title: Alien level 2: Almost useless
Post by: Paradox on May 25, 2006, 11:10:24 pm
Yes, level 2 alien is not useless, but the humans get such a boost, that it seems useless. This is what i would like changed. Have the pulserifle moved to S3, and have the flame thrower do less to aliens, and possibly overheat, so it could beep like the lcannon, and if the human uses it when it is cooling, it explodes, doing 90% damage, or outright killing an unarmored player. Too much have i seen someone just spam the gun, not doing anything.
Title: Alien level 2: Almost useless
Post by: Cataclaw on May 25, 2006, 11:58:05 pm
I would do one of the following:

a. Make adv basilisk non-useless

-or-

b. move adv goon to s2
Title: Alien level 2: Almost useless
Post by: Vector_Matt on May 26, 2006, 02:42:50 am
Or, (dramatic music) have an advanced dretch in s2 that has more health, controlable main attack and a ranged attack (probably trapper spit).
Title: Alien level 2: Almost useless
Post by: Cataclaw on May 26, 2006, 03:02:39 am
Before we start adding more classes, which the game does not need, I think the advanced basilisk should be overhauled.
Title: Alien level 2: Almost useless
Post by: KorJax on May 26, 2006, 03:48:35 am
Adv. Basalisks are fine.

The problem is that poison is pointless in most games because any sort of armor magically makes poison not work


Heres how it should go.

Basalisk's Gas Attack poisons every enemy that has no helmit.

However, if you wear a helmit and you get gassed, you STILL GET POISONED, but the effect wears off quicker or on its own overtime, unlike those who have no helmit on, where it constantly poisons you untill you heal.

Bsuits cannot get gassed.

However, a booster attack should poison ALL HUMANS no matter what.  Humans with no armor on get full blown poison.  Humans with armor on and even with a helmit will still get poisioned full by a booster (right now all poison effects, even booster slashes, dont do anything on helmit wearers).  A Bsuit will ALSO GET POISONED, but the effect will be very small and only last for  several seconds before it wears off autmatically.

You could also have it so the more armor you put on a human, the more it negates the poison slash from a booster, but it cannot be fully negated.

Adv Maradur should have it so just firing within a small cone will launch an electric attack, not just the "point" where you have to aim it exactly.
Title: Alien level 2: Almost useless
Post by: benplaut on May 26, 2006, 04:26:07 am
the game is already pretty balanced, just not all at the same time...

sure, humans own in s2, but aliens will still win if humans can't find them before a tyrant or 2 is born  :roll:
Title: Alien level 2: Almost useless
Post by: SLAVE|Mietz on May 26, 2006, 07:12:40 am
Quote from: "KorJax"
Adv. Basalisks are fine.

The problem is that poison is pointless in most games because any sort of armor magically makes poison not work


Heres how it should go.

Basalisk's Gas Attack poisons every enemy that has no helmit.

However, if you wear a helmit and you get gassed, you STILL GET POISONED, but the effect wears off quicker or on its own overtime, unlike those who have no helmit on, where it constantly poisons you untill you heal.

Bsuits cannot get gassed.

However, a booster attack should poison ALL HUMANS no matter what.  Humans with no armor on get full blown poison.  Humans with armor on and even with a helmit will still get poisioned full by a booster (right now all poison effects, even booster slashes, dont do anything on helmit wearers).  A Bsuit will ALSO GET POISONED, but the effect will be very small and only last for  several seconds before it wears off autmatically.

You could also have it so the more armor you put on a human, the more it negates the poison slash from a booster, but it cannot be fully negated.

Adv Maradur should have it so just firing within a small cone will launch an electric attack, not just the "point" where you have to aim it exactly.



Helmet is canceling poison? I don't think so...could be wrong anyways.
I think the Bsuit is allso getting poisoned at this time.

And Adv. basi gas also is triggered with helmet, you just have to aim it i think.
Title: Alien level 2: Almost useless
Post by: hodge on May 26, 2006, 06:30:52 pm
Alien s2 useless? Not really, the aliens get a good builder upgrade with adv granger and get a minor attacker upgrade with  adv bal and adv marauder(sp) so it reallly isn't that useless. The idea of tremulous is that aliens start of weak with only basic grangers and drenches but will eventually earn adv goons and tyrants if the humans fail to work together and destroy the alien base.
Title: Alien level 2: Almost useless
Post by: Teiman on May 26, 2006, 07:26:28 pm
Adv Granger is very usefull. I always rebuild the alien base with S2, to place acid on better locations and other minor human anoyances.
Title: Alien level 2: Almost useless
Post by: Paradox on May 26, 2006, 07:56:50 pm
The humans dont get a very good building upgrade, all that becomes avalible is a dc, and a repeater. The aliens get a few more, but the aliens offense is awful useless.
Title: Alien level 2: Almost useless
Post by: KorJax on May 26, 2006, 10:50:30 pm
From experience, all humans with a helmit or a bsuit dont get poisoned no matter what, which is kinda lame.

I can understnad the helmit stopping some of the GAS poison (not all), but it shouldnt completely block all poison, unless the price is raised from 90 credits (which is way to little) to around 200 (which is more apropreate for its abilities of RADAR, no poison, and multiple HS required to kill)
Title: Alien level 2: Almost useless
Post by: werepants on May 26, 2006, 10:58:56 pm
i'm in big favor of making the basilisk gas hit all players, and poison hit bsuits.  that would make both lower classes more useful in s2 and s3.  A "spread" for the maurauder lightning would be good.  another thing - it should go through railing.  i was on niveus(I think) and sitting just below/next to a human and the lightning would not hit him, even though i fired 3 times exactly in the center of his torso.  pulse rifle does seem a bit overpowered for s2 also.  flamers are irritating always, but esp in s2.
Title: Alien level 2: Almost useless
Post by: BabyAlien on May 27, 2006, 12:30:56 am
I don't know how many people are with me on this belief, but it seems that one major source of 'lack of balance' is how challenging aliens are to play.  

In S2, aliens get the advanced marauder.  Personally I find the marauder almost impossible to kill with.  I have no trouble bouncing all over and avoiding fire, but actually killing is something else.   I have yet to do something constructive with the electricity.  The same goes for basilisk the basilisk is too slow and I'm afraid of getting killed.  I find the dretch is much easier to kill with.

Ultimately, once you have a team of skilled players who can play the full range of options, then the balance gets better.  This is supported by all of the posts about balance issues that basically say 'learn the game better'.  However, a key issue of playability is to avoid making it too hard to learn.

I see two immediate options for the aliens...

1. Make the range of skills required less.  So, get rid of basilisk and make   two extra versions of the dretch with more hit points and some add-on abilities.  That way the basic skills stay the same.  Also (at least) make the electricity for marauder easier to hit something with.

2.  Make a training map for aliens so you can practice the full range of skills required to be able to play aliens.  Humans are simple, point and shoot.  Aliens require totally new skills for each type of alien.
Title: Alien level 2: Almost useless
Post by: Neo on May 27, 2006, 03:05:37 pm
Marauder just needs practice, took me a few days to get it down when I started playing. Now I can get the standard 2 hit kill of 1 to the head and 1 anywhere else, and humans have trouble hitting you. Also stick to low ping servers as lag screws aliens up big time.

I agree however on Adv Basilisk, as it is the least played alien by far.
Title: Alien level 2: Almost useless
Post by: Survivor on May 27, 2006, 03:59:54 pm
Marauder needs some training yes. Basilisk needs even more and is still vulnerable yes. They have equal skill requirements as the humans, it's just that aliens is radically different from any other fps unlike humans.
That's why certain players own at aliens. Most new players are afraid of playing it. Generally I agree with the mentioned order of Humans > Aliens > Building > advanced human tactics > advanced alien tactics > 1337 player


Quote
2. Make a training map for aliens so you can practice the full range of skills required to be able to play aliens. Humans are simple, point and shoot. Aliens require totally new skills for each type of alien.


I would be willing to do this if it was possible to make a moving target, as that is what aliens have the most trouble with. For now though I don't see an option for this.
Title: Alien level 2: Almost useless
Post by: WolfWings ShadowFlight on May 27, 2006, 05:22:14 pm
Quote from: "Cataclaw"
I would do one of the following:

a. Make adv basilisk non-useless

-or-

b. move adv goon to s2


Advanced Basilisk honestly should be Stage 1 IMHO. Right now, they're larger, so they're easier to hit, cost twice as much, but are NOT twice as durable even just on raw hit points. And the only added attack they get is Poison, which is blocked by Helmets (which everyone gets due to the insanely high headshot damage) which humans get at S2 as well. I think moving Advanced Basilisks to S1 would make it non-useless quite well and give aliens a more useful S1 attack.

Seperately, I think Headshot/Legshot multipliers are too big a damn spread, to the point that I've tested and I survive much better with JUST a helmet than I do with just light armor. I don't disagree with double damage for a headshot, but right now compared to a legshot, which is what most moderate-level aliens will get with Dretch and Basilisk, a headshot is QUAD damage compared to a leg shot. Perhaps compact the values to 0.750/1.000/1.500 so there's a 2:1 spread, while still having a largish multiplier on headshots. That would moderately reduce the need for a helmet, weakening the raw potency of human S2 a fraction as well.
Title: Alien level 2: Almost useless
Post by: charmed on May 27, 2006, 05:39:38 pm
Meh some people should play more and whine less. You shouldnt complain so much untill you can deliver ;)

Well my opinion is

S1: Alien > Human
S2: Human (thanks to helmet ) > Alien
S3: Is kinda equal with a little overweight to Alien

That's the way it should be since it addes a more strategic depth than equal strong race on each stage so only player skill decides.

During s2 advance maras is kickass 75% of the times i rather go adv mara than adv goon. The only times adv goon might be usefull is sniping out defcomputers or other vulnerable buildings. Otherwise tyrant/advmara is the way to go.

Adv basilisk is useless- serious. 98/100 it's better so spend thoose evo points on a mara.

But the building changes alien gets during s2 outweighs most of the human advantage. Since it's easy to camp a acidroof spammed base untill s3.

Kinda.. and stfu and die
Title: Alien level 2: Almost useless
Post by: KorJax on May 27, 2006, 07:04:09 pm
Its still unbalanced though.

The only reason why you might consider Aliens equal to Humans if both are at S3 is because Tyrants completly own alot of things, despite the fact they die in 1-2 hits from a lucy or against 3-4 turrets.

The main reason its unbalanced is because all lower evolutions are literally useless in S3, and pretty much only the high-evo players can continue on for the team.

However, the Bsuit ONLY costs around 400, and the helmit+armor is also EXREMELY cheap for its uslefullness.

Face it, humans technically have an advantage at S2+S3.  If everything was MUCH more expensive, that would make sense.  Right now its dirt cheap though compaired to the benefits.  Pretty much all alien attacks are usless against Bsuits unjless your a high evo, and i tested that it takes around 10 torso hits by a dretch/basalisk/mara to kill ONE bsuit, and for waht?  400 Credits?  I dont think so.

Personally a quick fix should be that the Bsuit should be around 600-700 credits, and the lucy at 500 credits.
Title: Alien level 2: Almost useless
Post by: Survivor on May 27, 2006, 10:10:50 pm
This isn't a 1 vs 1 game, there's a toll for dying and that's losing your points/creds thus reducing your potential. It makes you think before you do something instead of running out and dying.
Same way that people who fall to far behind have problems. People shouldn't evolve to tyrant, get killed because of stupid tactics and then whine about the balance; dretches shouldn't attack battlesuits! You don't place your worst class against the enemy's best. Pick your targets wisely and call for help if you're outmatched. Trem's a team game.
Title: Alien level 2: Almost useless
Post by: werepants on May 27, 2006, 10:13:19 pm
i think the biggest problem is the lower alien classes.  dretch needs to be better at s3.  a team of newly spawned humans can take down a goon, tyrant, or whatever with their rifles, as long as they cooperate.  whereas I have seen a battlesuit kill 10 dretches in a row without having to recharge.  also, charmed had a good point - i can think of hardly any circumstances that it would be better to invest in a adv. basilisk than a marauder.  a marauder or two can take down a base, whereas a basilisk can take out an unarmored human traveling by himself... maybe.
Title: Alien level 2: Almost useless
Post by: Survivor on May 27, 2006, 10:19:31 pm
Funny comment. Adv basilisk once saved the day believe it or not. Humans were camping in elevator room: reactor, defense comp and spawns up high. Vent protected by a tesla. Entered as an advance basilisk through vent, no significant damage. Proceded to take out the def comp, spawns and lastly reactor winning the game.
Funny thing is you can take out a reactor near a wall without any damage as a basilisk because of the wallwalk.
Title: Re: Alien level 2: Almost useless
Post by: Lava Croft on May 28, 2006, 01:24:44 am
Quote from: "Paradox"
Alien level 2 really is useless except for the buildings.


Adv. Mara is like the best class in the game...
Title: Alien level 2: Almost useless
Post by: Catalyc on May 28, 2006, 02:21:54 am
Indeed, the only thing an adv marauder should be afraid of is a wall of 3+ tesla, or a couple of humans with flamers :evil:
Title: Alien level 2: Almost useless
Post by: Stof on May 28, 2006, 02:37:05 am
Quote from: "Catalyc"
Indeed, the only thing an adv marauder should be afraid of is a wall of 3+ tesla, or a couple of humans with flamers :evilW:

Wait until you meet my friend the Shotgun 8)
Title: Alien level 2: Almost useless
Post by: benplaut on May 28, 2006, 03:20:18 am
Quote from: "KorJax"
Its still unbalanced though.

The only reason why you might consider Aliens equal to Humans if both are at S3 is because Tyrants completly own alot of things, despite the fact they die in 1-2 hits from a lucy or against 3-4 turrets.

The main reason its unbalanced is because all lower evolutions are literally useless in S3, and pretty much only the high-evo players can continue on for the team.

However, the Bsuit ONLY costs around 400, and the helmit+armor is also EXREMELY cheap for its uslefullness.

Face it, humans technically have an advantage at S2+S3.  If everything was MUCH more expensive, that would make sense.  Right now its dirt cheap though compaired to the benefits.  Pretty much all alien attacks are usless against Bsuits unjless your a high evo, and i tested that it takes around 10 torso hits by a dretch/basalisk/mara to kill ONE bsuit, and for waht?  400 Credits?  I dont think so.

Personally a quick fix should be that the Bsuit should be around 600-700 credits, and the lucy at 500 credits.


I agree, humans and aliens are not equal.  I agree, lower evo are useless at higher levels. I don't agree with the rest, because of an important point (brought up by others, for that matter) -- you don't play the game the same way on each side.

If aliens want to win, they have to attack with a few  adv goons and tyrants. If humans want to win, they have to do it before the aliens get those high evos.

A human with bsuit and luci is sitll going to be defeated by a tyrant, it only by alot of teamwork and a good base that humans can win.

Aliens require alot of strategy, and alot of times do win against an equally skilled human team, it just requires good planning.

Humans have better toys, aliens are better 'by design'

Cheers
 :)
Title: Alien level 2: Almost useless
Post by: PHREAK on May 28, 2006, 07:53:09 am
I've played a few games today on both sides and 90% of them ended the same...Humans won in S2. If Aliens got to s3 it was an A game (except for one, where humans were slaughtered, and managed to overturn later on)

The biggest problem is the pulse rifle. Pulse at s2 and a decent human team will take the game, regardles how good the alien team is.
All it would take to balance out the game is move the pulse rifle to S3 and make it at least 500 points. Flamer should be more expansive as well since anything smaller then a goon will get fried.
Since all maps are made up of corridors and rooms, they are natuarly human biased. I'd love to see the outcome on an outdoor, wide open map. Tables would turn, my friends.
Title: Alien level 2: Almost useless
Post by: raf on May 28, 2006, 08:57:21 am
lol, i dont think open maps would do any good to aliens...
humans do have long range weapons, aliens dont ;)


on topic:
to really see if the game is balanced you'll need to have more _good_ players on there, as long as 30% of the ppl playing don't understand the game you can't hardly say anything relevant about balance
Title: Alien level 2: Almost useless
Post by: [HUN]N.M.I. on May 28, 2006, 09:17:40 am
Agreed with the post above.
We still see Human and Alien wins on the same maps, over and over again. So it's not (that) unbalanced. Depends on the team and the (lack of) teamwork.

NOTE: Because of the ranged weaponry, I do think that Humans are the number ones. Why? Imagine a Sudden Death where a small coordinated team rushes to the Alien base and throws 3-4 grenades on the OverMind.
Or imagine a small squad (let's say 4-6 Human players) equipped with Flamers and Pulse Rifles - watching each other's back.
If a Human team loses, it's mainly because the uncoordinated attacks and movement.
Title: Alien level 2: Almost useless
Post by: Moofed on May 28, 2006, 09:35:53 am
Quote from: "[HUN
N.M.I."]Imagine a Sudden Death where a small coordinated team rushes to the Alien base and throws 3-4 grenades on the OverMind.

An idea stolen from Gloom:  Let basilisks swallow grenades, sacrificing themselves in the process.  The grenade is the one thing that is unstoppable once dropped, creating the above situation.  This is a (somewhat costly) way to stop them.
Title: Alien level 2: Almost useless
Post by: PHREAK on May 28, 2006, 09:40:40 am
Sure, teamwork is important....for humans. What happens when tyrants rush and a few dretches decide to "support" them. You end up with a couple of dead tyrants. Humans have the advantage of assult. While aliens are great for around-the-corner-hied-and-attack they are not really good when it comes to attacking anything but a dude with a stock rifle.
I'm not saying that poor aliens don't stand a chance, but fact is, humans are better off at any stage.
Once again, move Pulse to S3 and make the flamer more expansive and it'll be as balanced as it gets without changing the feel of the game.
Title: Alien level 2: Almost useless
Post by: next_ghost on May 28, 2006, 09:52:42 am
Quote from: "Survivor"
This isn't a 1 vs 1 game, there's a toll for dying and that's losing your points/creds thus reducing your potential. It makes you think before you do something instead of running out and dying.
Same way that people who fall to far behind have problems. People shouldn't evolve to tyrant, get killed because of stupid tactics and then whine about the balance; dretches shouldn't attack battlesuits! You don't place your worst class against the enemy's best. Pick your targets wisely and call for help if you're outmatched. Trem's a team game.


You're not serious, are you? Most of the time, you'll see many humans with battlesuits and a few egghunters with armor, helmet and jetpack and aliens with dretches! If you see stage3 human with no armor, he has most likely connected a few minutes ago. In order to get higher evo class, you need to kill humans (unless you want to stay hidden for 8 minutes and let humans fry your base) and in order to do that, you need higher evo class. Very easy, isn't it? :roll:


Quote from: "PHREAK"
make it at least 500 points. Flamer should be more expansive as well since anything smaller then a goon will get fried.


You can kill flamer with marauder if he's alone and far enough from his base. Just attack, regen, attack, regen... And when he tries to flee, finnish him.
Title: Alien level 2: Almost useless
Post by: Neo on May 28, 2006, 11:22:30 am
For attacking a flamer the best tactic is to lure him as he'll keep flaming and damage himself more than you ever will.

The thing with endgame in S3, is that either side has an obvious advantage: Humans normally get it long before aliens and aliens eventually get tyrants and adv goons. But it isn't favored in either way as skill and teamwork will win through, ie. goons and marauders against bsuits and if humans manage to break the s3 tyrant rush the game is theirs.
Title: Alien level 2: Almost useless
Post by: SLAVE|Mietz on May 28, 2006, 11:31:14 am
a PERFECT example against that S2 aliens are useless was the game yesterday were we ruled S3 Humans with adv. mara, even though H-team was not noob and was standing their ground, and their base-location was chosen well.
Title: Alien level 2: Almost useless
Post by: b0rsuk on May 28, 2006, 05:17:30 pm
Marauder zap is good only against stationary targets/multiple buildings. Jetpackers count as stationary.

The zap could use some work:
- If I hit someone with zap, and then another human comes close to zapped human, the zap doesn't spread. It should - I mean, with each 'tick', if the zap is zapping someone, it should check for secondary targets.
- I'd love the zap to work a bit like flamethrower - that is, work for each moment you keep an enemy in crosshairs, but you should be able to break the chain and continue zapping immediately afterwards (with the same zap).
Title: Alien level 2: Almost useless
Post by: werepants on May 29, 2006, 11:29:00 pm
Quote
I'd love the zap to work a bit like flamethrower - that is, work for each moment you keep an enemy in crosshairs, but you should be able to break the chain and continue zapping immediately afterwards (with the same zap).


I'd have to disagree.  One of the saving graces of the zap is that it stays connected after you look away.  As it is, the marauder zap is so difficult to connect with that it is rarely a better choice than the slash.  If it broke as soon as you look away, I would stop using it altogether.

It seems like it is way easier for humans to go up stages.  We had 20+ collective kills on alien team and humans had about the same, but we were s2 and they s3.  Surprisingly, they didn't have the followthrough to kill us until we did get to s3, but that waiting time really hurt us.  The lucy is so overpowered it is ridiculous.  It needs to be more like the flamethrower, and be very hazardous to the wielder.  It pisses me off when some guy can shoot his feet repeatedly with the lucy and kill any dretch that comes close.

pulse rifle should be an s3 weapon, for sure.
Title: Alien level 2: Almost useless
Post by: Stof on May 29, 2006, 11:49:50 pm
Pulse rifle is fine as it is. It's the only weapon with enouth ammo that you can use it both as a base killer and a fighting tool without having to run back to an armory every 2 kills. That and the painsaw of course but that weapon lacks a lot on the alien killing part against non noob level aliens :)
Title: Alien level 2: Almost useless
Post by: benplaut on May 30, 2006, 12:29:58 am
i wonder how much it would change the game if all adv evos were the same price as their non-adv brothers...
Title: Alien level 2: Almost useless
Post by: [HUN]N.M.I. on May 30, 2006, 02:26:49 pm
Then what would be the point of having Normal and Advanced form?
It's the same bullshit as the 'remove the Stages' idea...
Title: Alien level 2: Almost useless
Post by: BabyAlien on May 30, 2006, 05:22:53 pm
Perhaps instead the alien evo points should be changed to 20 instead of 9 and then the cost of evos could be tweaked in a more fine-grained manner.  For example, tyrant could be 10 points, mara 4, adv. mara 5.
Title: Re: Alien level 2: Almost useless
Post by: DrGratis on May 31, 2006, 08:57:59 pm
Quote from: "Paradox"
Alien level 2 really is useless except for the buildings. Humans get a giant upgrade, while aliens get 2 new aliens. Personally, i think that adv goon should be level 2.


Yeah that it really true except that the "buildings" are trapper, and booster!

BOOOSTER!
That one building means all aliens can get damage over time...

That usually gives me all I need to rack up dretch kills...

Plus the adv granger gets to climb walls so the base gets much stronger...
Title: Alien level 2: Almost useless
Post by: Paradox on May 31, 2006, 09:55:37 pm
How about the level 2 granger having the ability to "self distruct" The granger could run into a human base, and then explode in acid, hurting and poisioning humans, and damaging structures. This is a way the grenade could be countered.
Title: Alien level 2: Almost useless
Post by: WolfWings ShadowFlight on May 31, 2006, 10:17:11 pm
Actually... odd idea just bubbled up.

S3 Boosted Dretch: (Note this isn't an evolution. Just an added effect of the Booster in S3, perhaps one that only lasts for the first half of the Boosted state) Makes a cloud of lasting acid on death that (in effect) wouldn't do much to even annoy humans, but can do damage to a group of three or more buildings faster than one construction kit can repair it. I.E. Specifically aim the damage to be just over one third of the repair rate of an advanced construction kit. So no, Dretches may not be able to get kills, but they can gain a way to assault the human base itself and let the other aliens in.
Title: Alien level 2: Almost useless
Post by: BabyAlien on May 31, 2006, 10:41:49 pm
Interesting!

I can imagine the entire alien team going dretch and running in.  One cloud of acid might just bug a human but wave after wave of clouds?  If the aliens have the humans somewhat penned, it wouldn't be too tough to have an egg and booster by their base and a swarm of boosted dretches might be able to decimate the base.  

Sounds like a lot of fun :)  would the dretch who produced the cloud get evo points?

EricTheRed was melted by BabyAlientheDretch's acid cloud.

I suppose this would require a dretch to be able to get close enough to a building of course, which can be impossible with turrets.   Timing it with a tyrant run might work..
Title: Alien level 2: Almost useless
Post by: WolfWings ShadowFlight on May 31, 2006, 11:21:57 pm
Quote from: "BabyAlien"
Interesting!

I can imagine the entire alien team going dretch and running in.  One cloud of acid might just bug a human but wave after wave of clouds?  If the aliens have the humans somewhat penned, it wouldn't be too tough to have an egg and booster by their base and a swarm of boosted dretches might be able to decimate the base.  

Sounds like a lot of fun :)  would the dretch who produced the cloud get evo points?

EricTheRed was melted by BabyAlientheDretch's acid cloud.

I suppose this would require a dretch to be able to get close enough to a building of course, which can be impossible with turrets.   Timing it with a tyrant run might work..


The specific idea I had was that the effects would not stack. I.E. The 'death' sprays acid out, humans can shake most of it off so they mostly only get a single 'singe' from the acid. Any buildings in range are flagged as taking a fixed rate of damage for the next ABC time, each new application of acid would only reset that timer. The visual effect would be on the buildings themselves as the acid fades away, not a lingering 'cloud' effect.
Title: Alien level 2: Almost useless
Post by: Paradox on June 01, 2006, 04:17:56 am
Name was digested by name's acid...
Title: Re: Alien level 2: Almost useless
Post by: Teiman on June 01, 2006, 01:59:23 pm
Quote from: "DrGratis"
Quote from: "Paradox"
Alien level 2 really is useless except for the buildings. Humans get a giant upgrade, while aliens get 2 new aliens. Personally, i think that adv goon should be level 2.


Yeah that it really true except that the "buildings" are trapper, and booster!


TRAPPERS!..

I have spectate with aliens building a base on ACTS withouth acid, only with trappers.

Aliens win that game. I really love trappers :D
Title: Alien level 2: Almost useless
Post by: Paradox on June 01, 2006, 11:24:35 pm
Trappers need a bit more health.

Also, another balance issue that really burns me. A human can stand next to an acid tube for around 10 seconds without dying, whereas a dretch is killed almost instantly by a turret. Not really fair.
Title: Alien level 2: Almost useless
Post by: DrGratis on June 02, 2006, 01:13:13 am
Quote from: "Paradox"
Trappers need a bit more health.

Also, another balance issue that really burns me. A human can stand next to an acid tube for around 10 seconds without dying, whereas a dretch is killed almost instantly by a turret. Not really fair.


It is a little annoying, but then a single turret can be circled... even by a dretch, it is a little hard, but techinically possible..

I agree with needing more health for trappers.. they need more health.. Im pretty sure they have even less that tubes, I think the should be at least equal to them...
god knows thier line of fire is annoying enough as is...
Title: Alien level 2: Almost useless
Post by: Paradox on June 03, 2006, 05:46:39 pm
A trapper can be killed by a granger in 2 swipess!?
Title: Alien level 2: Almost useless
Post by: next_ghost on June 03, 2006, 09:26:04 pm
Trapper has 50hp, acid tubes and hives have 125hp.
Title: Alien level 2: Almost useless
Post by: |Nex|TrEmMa on June 04, 2006, 04:10:50 am
Aliens get invaluable protection form painsaws at s2.  If you can't end it by the time they get s2, then you've probably got an egg hunt on your hands (assuming they have at least 1 competent builder).
Title: Alien level 2: Almost useless
Post by: Paradox on June 05, 2006, 11:19:02 pm
Painsaw is perhaps the second most powerful weapon in the game. Flamer is the most, i can kill a tyrant easily.
Title: Alien level 2: Almost useless
Post by: PHREAK on June 06, 2006, 06:09:11 am
God I hate flamers.....really do.
Nothing personal but I just had to get that out of my system.
Title: Alien level 2: Almost useless
Post by: [HUN]N.M.I. on June 06, 2006, 09:36:46 am
Quote from: "PHREAK"
God I hate flamers.....really do.
Nothing personal but I just had to get that out of my system.


Aw, it's not that bad. People just have to learn not to run into the flames while firing :).
Title: Alien level 2: Almost useless
Post by: hodge on June 06, 2006, 05:48:24 pm
Quote from: "Survivor"
Funny comment. Adv basilisk once saved the day believe it or not. Humans were camping in elevator room: reactor, defense comp and spawns up high. Vent protected by a tesla. Entered as an advance basilisk through vent, no significant damage. Proceded to take out the def comp, spawns and lastly reactor winning the game.
Funny thing is you can take out a reactor near a wall without any damage as a basilisk because of the wallwalk.

Yes, believe it or not many players like me and survivor believe that advance basilisk do have their part in the game, I find them most useful when the humans fail to reach s2 before the aliens or decide not too buy the inexpenisive and infinetely useful helmet. Sadly only very few players have discovered how basilisk can help the alien team because the adv. balisilisk doesn't do as much damage as the more expensive adv. auder or goon.

Personnally I believe that basilisk is a valuable ally to have the alien in tremulous are best used when ff is on and the human players have a couple of inexperienced players. I guess the best way to describe the  balilisk unit is that they are a cheap support unit that was never designed to be a powerful killer like auder and goon is a team game and the basilisk is a unit that is best used with other aliens and unarmored humans near.

That said I do find that they start to become less and less useful as you learn how to kill humans quickly as one of the more lethal aliens. Which pretty much explains why quick killers like charmed don't use them.
Title: Alien level 2: Almost useless
Post by: Paradox on June 07, 2006, 12:15:39 am
One of my favorite activites as an adv goon is sniping flamers.
Title: Alien level 2: Almost useless
Post by: KorJax on June 07, 2006, 01:27:52 am
Quote
Funny comment. Adv basilisk once saved the day believe it or not. Humans were camping in elevator room: reactor, defense comp and spawns up high. Vent protected by a tesla. Entered as an advance basilisk through vent, no significant damage. Proceded to take out the def comp, spawns and lastly reactor winning the game.
Funny thing is you can take out a reactor near a wall without any damage as a basilisk because of the wallwalk.



Hey, I think your talking about me :)


The other day, i was playing on a server going on 60 minutes (no time cap i assume), and the humans crowded in the ele room.  No tyrant, or anything could really get past that base.  4 turrets/teslas in the front, plus all the bsuits chaingunning+lucy spamming.


After loosing all my evo twice from tyrant+goon, i decided to go into the vent leading to the ele room.  There was a lone tesla blocking the way, but luckily  it only dropped my health down to 4 in one hit as a dretch.  I slowly started "head butting" it, untill i got 1 evo point for a basalisk.  After I evolved into a Basalisk, I then started to attack the repeater that was right infront of the vent along with the lone tesla (as they were concentraiting all thier turrets on the hotspot).

After a few hit+run attempts, the repeater finally went down (soon after the tesla).  I FINALLY got into thier base.  Luckily, thier entire base was tucked into a corner on the floor level, so i coudl evolve into an adv. goon right on top of the elevator room outside the vent.

Even better, thier DC was in plain open view,  on the top of the ele room where the small platform is above the door.  I sniped it and then shouted to my team that the DC was down, and you could get into thier base through the vent and then evolve.  It pretty much went from there ;)



This probibly wouldnt of happend if:

1.  If the human team hadn't moved there at S1 (aka they didnt build on the top of ele room).

2.  If they built a turret at reapeater instead of tesla

3.  If they didnt have the reapeter right infront of the vent



That was definatly one of my best moments on Trem :)

I'm not sure if thats the situation you were talking about though.
Title: Alien level 2: Almost useless
Post by: Survivor on June 07, 2006, 01:33:56 am
If that happened only a short while ago then you're late :P. I was that basilisk about 6 or 7 weeks ago, that just like you lost a lot of evo points. Only I entered as a basilisk past the tesla to directly take out the DC (no need to worry about teslas anymore) and spawns, proceeding to slaughter the reactor as a basilisk while wallwalking at the right angle. Humans where down there and they suddenly must have gone like 'oops' when they noticed their armoury and defense were down. They never even checked upstairs while I was cleaning up.
Title: Alien level 2: Almost useless
Post by: Paradox on June 23, 2006, 09:53:04 pm
bump

There are quite a few duplicates of this, i thought i would bring it to the top.
Title: Alien level 2: Almost useless
Post by: someloser on June 23, 2006, 10:15:54 pm
My take on the balance issue..
the way i see it, the pulse rifle is fine, so easy dodgeable. It could cost a tad bit more tho, or a decrease in clip size/numbers.
Surviving should be your first priority, getting the kill your second as alien. Dont go in for the kill until the timing is right.

However, the chaingun is grossly overpowered! A chaingun totally rips a goon/agoon/tyrant with its massive 75 damage/second considering not a bullet will miss due to bounding box size. Could also be a symptom of battlesuits ridiculos(sp?) sprinting distance....
i'd say, decrease chaingun dps to 60, 65 maybe? and remove sprint completly from bs, and up its protection somewhat to counter, as a normal goon can kill it in 3 slashes.

i second both the grenade eating ability of basi, and the slow down human spitball proposal for abasi. I think this would make basis worth using.

edit: spelling and restructuring
Title: Alien level 2: Almost useless
Post by: Paradox on June 23, 2006, 10:36:08 pm
Yes, the chaingun is an insane gun, my fav with a bsuit. For humans with out, it should actually move them around the map, in random directions, so if they are spamming, it could bounce them into a closing door, causing them to be smooshed.

I cant remember if i said that adv. goon should be s2.
If i didnt say that, i just did.